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Page 1: Yedo Rules Eng

8/10/2019 Yedo Rules Eng

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Page 2: Yedo Rules Eng

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Components

1 game boardTe game board depicts the town o Yedo with its 7 Districts:

Te Castle District (Edo-Jo)

Te Gates District ( akanawa Okido)

Te avern District (Juku)

Te Harbor District (Shiba)

Te Red Light District (Yoshiwara)

Te Market District (Kyobashi)

Te emple District (Ikegami Hommonji)

Te area above and to the righto the river holds assets that you

can acquire during the game:Action CardsBonus CardsWeaponsAnnexesGeishaDisciples (Reserve)Mission Cards

Te game board also shows:Player Order rack

Egress spaceBidding rack Score rack Round rack Weapon discard pileWatch Patrol circuitEvent Cards“Current Event” pile

59 Mission Cards

Completing Mission Cards is the heart and soul o a game oYedo as they are not only the main source o Prestige Points but also giveyou money and sometimes other assets. You start the game with4 Missions and can acquire more during the game.Tere are Mission Cards in 4 colors. Te color gives a clue to thedifficulty level o that Mission (but it is only a generality).

Tere are:

12 Green Missions(easy to achieve)

18 Yellow Missions(not too difficult)

18 Red Missions(take quite some effort)

11 Black Missions(very challenging)

For a detailed discription o how to complete Missions, see page 11.

Are played duringthe game to gainadvantages or toobstruct one’sopponents

50 Action Cards

27 Bonus Cards

27 Event Cards

5 Favor Cards

Are kept till the endo the game, then give Prestige Points

depending on theirindividual tasks

Each round a newevent is revealedwhich affects all players

On the back:Blackmail Card

84 Mon tokens(money)

Te Mon was thecurrency mostcommonly used inYedo. It resembledand was derived

rom the ChineseWen. In 1870, theMon was replacedby the Yen as theJapanese currency.Te game usescoins o 1, 3, and 5Mon:

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16 Annexes (4 o each)

Dojo ( raining room)

Kobudo-Ryu(Weapons school)

Karesansui(Sacred garden)

Yashiki (Mansion)

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40 Weapons (5 o each) Doku(Poison)

Fukiya(Blowgun)

Katana(Sword)

Nawa(Rope)

Metsubushi(Smoke bombs)

Shuriken(Trowing stars)

Yumi(Bow)

Shuko(Fighting claws)back

20 wooden Disciples(4 in each o the 5 player colors)

15 wooden Markers(3 in each o the 5 player colors)

2 wooden Watch Patrols(1 red, 1 blue)

1 wooden Round Marker(gray)

7 Geisha counters 5 Blessing counters 10 Placeholder counters

1 “District inaccessible” counter1 Watch Patrol coin(1 red side, 1 blue side)

5 Clan boards (1 in each player color)Each player has a Clan board on which he organizes the assets that he obtains during the game.Most kinds o assets have a particular space assigned and alimit to the number that you are allowed to own.

Important: Weapons are always kept ace up. Cards are always kept ace down, but you are allowed to look at your own cards at any time.

Space or yourMissionCards that you havenot completed yet.

Limit: 4I you exceed the limit,immediately reduce tothe limit by discardinguncompleted MissionCards o your choice.(Discarded MissionCards are always placed

ace down at the bot-tom o the Mission Carddeck o their color).

Keep ace down.

Here youplace Mis-sion Cards afer youhave com-pleted them.

No limit .

Keep acedown .

Space or yourBonus Cards .

Limit: 2I you exceed the limit, immedi-ately reduce to the limit by discard-ing Bonus Cards o your choice.

(Discarded Bonus Cards are alwaysplaced ace down at the bottom othe Bonus Card deck).

Keep ace down.

Space or yourAction Cards .

Limit: 3I you exceed the limit, immediately reduce to the limit bydiscarding Action Cards o your choice or by playing them,i possible. (Discarded or played Action Cards are alwaysplaced ace down at the bottom o the Action Card deck.)

Keep ace down.

Space or yourWeapons .

Limit: 4I you exceed the limit, im-mediately reduce to the limitby discarding Weapons oyour choice. (Weapons arealways discarded ace up ontothe Weapon discard pile.)

Keep ace up.

Clan House(Keep your Disciples here)

Spaces or yourGeisha(Limit: 3)

Space or 1Blessing (Limit: 1)

1 space or each type oAnnex (Limit: 1 o each type o Annex)

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Geisha or samurai?Yedo is a game ordetermined players.Every once in a while atemay strike in unpleasantways. While building up

the power o your Clan,you may encounter quitea ew setbacks.

For your rst game, we recommend to use theGeisha setting. Here, ate will not be too hardon you, and you’ll get to know the twists othe game. But don’t expect a walk in the parkeither! o play the Geisha setting, ollow theusual rules and those in the yellow Geishaboxes. Ignore the brown Samurai boxes.

On the other hand, setbacks will not unsettle a truesamurai. His strength lies in accepting every twist o

ate and turning it into greatness.So when you eel ready to handle this, you should playthe Samurai setting o the game by ollowing the usualrules and the instructions given in the brown Samuraiboxes. Ignore the yellow Geisha boxes.

setup

Put the game board in the middle o the table.

Shuffle theAction Cards and place them as aace down deck onto the indicated space on

the game board .

Do the same with the Bonus Cards ,the Event Cards , and each o the 4 colorso Mission Cards .

Shuffle theWeapons and put them asa ace down deck onto the indicated space .Ten take 2 Weapons rom the top o the deckand put them ace up onto both6 spaces onthe right o theMarket .

Place one Blessing counter per player ontothe indicated spaces in the emple District .Return any spare Blessing counters to the box.

Place allMon as a supply next to the gameboard. Tis supply will be called the “bank”.Ten put 3 Mon onto the Church in the Har-bor District .

Sort the Annexes by type, orming 4 piles.Depending on the number o players, each pilecontains a certain number o Annex tiles:

• 2 players: 2 tiles• 3 players: 2 tiles• 4 players: 3 tiles• 5 players: all 4 tiles

Place the piles ace up onto their spaces on thegame board . Return any spare Annex tilesto the box.

Depending on the number o players, put a certain number o Geisha counters onto the indicated spaces onthe game board :

• 2 players: 3 Geisha• 3 players: 5 Geisha• 4 players: 6 Geisha• 5 players: all 7 Geisha

Return any spare Geisha counters to the box.

ake the “District inaccessible” counter and place it next to the game board. It is needed later.

Place the grayRound Marker on space “1” o theRound rack .

ake the Watch Patrol coin and ip it to determine the starting color o theWatch Patrol . akethe Watch Patrol o that color and place it onto the Watch Patrol circuit space in the Gates District .Te Watch Patrol o the other color is placed next to the game board. Return the coin to the box.

Some Action Cards and Event Cards have “Samurai” written at the topright corner. Remove these “Samurai”cards rom the game and return them

to the box. Tey are not needed.

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Depending on the number o players, reduce the numbero Assignment spaces in the Districts by covering themwith Placeholder counters :

In a 2-player game:

Put a Placeholdercounter onto each othe 10 spaces shownon the right.

In a 3-player game:

Put a Placeholdercounter onto each o

the 6 spaces shownon the right.

In a 4-player game:

Put a Placeholder counteronto the ollowing space:

In a 5-player game:

No space is covered.

Each player picks aClan board and takes the 4 Disciples and 3 Markers o thecorresponding color.

Determine a starting player at random. Testarting player places one o his Markersonto the “1” spot o thePlayer Order rack and another one onto the “1” spot o theBidding rack . In a clockwise direction, allother players do the same by placing theirMarkers onto the next ree numbered spoton both tracks. For now, the player orderis set in a clockwise direction; later in the

game the player order is likely to change.

Example froma 4-player game:Blue is the rst player, Red issecond, Yellowthird, and Green last.

Each player places 2 o his Disciples onto his Clan Houseand the remaining 2 on the “Reserve” space on the game board.

ake the remaining Marker o each player and stack thosein any order on the red space o theScore rack . (Eachplayer starts with 1 Prestige Point.)

Te Favor Cards

Gain the top card o the ActionCard deck and 3 additional Mon.

Gain the top card o the BonusCard deck and 3 additional Mon.

Gain the top card o the Weapondeck and 3 additional Mon.

Gain 7 additional Mon.

ake a Blessing counter rom theemple District and place it ontothe appropriate space on yourClan board.

TeBlackmailCard

Te Blackmail Card isa special Action Card.However, it is kept aceup, does not count to-wards the Action Cardlimit and cannot be coun-tered by other ActionCards.Players who still owntheir Blackmail Card

at the end o the game(because they have notplayed it) gain 2 PrestigePoints.

4 Mission Cards: Te player who is last on the Player Order rack drawsthe top card o any o the 4 Mission Card decks, keeping it hidden rom theother players.Ten, in a counter-clockwise direction, each other player also draws the topcard o any o the 4 Mission Card decks. Repeat this procedure until eachplayer has 4 Mission Cards.Important: At least one o your 4 Mission Cardsmust be a Red or BlackMission Card.

Remember, the difficulty of completing Mission Cards is indicated by theircolor. Apart from the one Red or Black Mission that you must take, werecommend you concentrate on Green and Yellow Mission Cards in thebeginning, as they can be completed faster and thereby provide the money you need to prepare for harder Missions.

12 Mon: Each player receives 12 Mon rom the bank.

1 Action Card:

1 Favor o the Shogun: ake the 5 Favor Cards and display them ace up ina row. First, the last player on the Player Order rack takes one o the cardsand immediately receives the assets shown on it. Ten he ips his FavorCard over to the Blackmail side and places it close to his Clan board. Inreversed player order, each other player chooses one o the remaining FavorCards, receives the listed assets, and places the Blackmail Card next to hisboard. Afer each player has received his avor, return any remaining FavorCards to the box.

Finally, each player receives his starting capital and assets:

In player order,each player drawsthe top card o theAction Card deck.

In player order, each player takesthe top 3 cards o the Action Carddeck. He keeps one o these cardsand returns the other 2 ace downto the bottom o the deck.

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Playing the gameA game o Yedo is played over 11 rounds. Each round comprises the ollowing 7 phases that are always executed in the same order:

1. Te Prep Phase - Preparations or the round2. Te Bidding Phase - Players bid on assets3. Te Event Phase - An event is revealed that affects aspects o the gameplay 4. Te Assigning Phase - Players place their Disciples onto the game board and their Annexes5. Te Watch Patrol Phase - Te Watch Patrol moves and arrests Disciples in the District in which it stops6. Te rade Phase - Players may trade assets with each other in the avern District and the Market District7. Te Action Phase - Players activate their Disciples to gain assets, Prestige Points, or to complete Missions

Te game usually ends afer 11 rounds. Alternatively the game ends at the endo any round in which a player completes the Mission “Kill the Shogun”.At the end o the game, players score Prestige Points or Bonus Cards and

unused Blackmail Cards. Tese are added to the Prestige Points they gainedthroughout the game. Te player who scores the most Prestige Points in totalwins the game.

Te Action CardsPlayers can play Action Cards throughoutthe game to alter certain aspects o thegameplay.Afer an Action Card has been played (ordiscarded) it is placed ace down at thebottom o the Action Card deck.I two or more players want to play asimilar Action Card at the exact samemoment (and they cannot work it out inany other way), the player arther up thePlayer Order rack goes rst and the others

ollow accordingly.

Some cards can beplayed at any moment .

Other cards may only be played during a certain phase or at a specic moment .

Note: I a “WallsHave Ears” card isplayed upon another“Walls Have Ears”card, it reinstates theeffect o the originalcard that the rst“Walls Have Ears”card was intended tonegate.

Some Cards alsostate requirements that need to bemet at the momentthey are played.(You do not haveto surrender whatis required; youneed only have it.)

1. The Prep Phase

In the Prep Phase you always do the ollowing4 steps .

a) Move the Round Marker on the Round rack one spaceorward to indicate the number o the new round.

b) All players return their Markers rom the Bidding spaces and theEgress space (see2. Bidding Phase) to the Bidding rack in theorder currently displayed on the Player Order rack.

c) Add Mon rom the bank to the Church in the Harbor District:• I the Church is empty, put 3 Mon on it.

• I the there is still Mon lef on the church, add only1 Mon to it.

d) Each player who owns the Annex “Dojo” receives 1 Mon rom thebank.

Note: Skip the Prep Phase in the rst round, since all preparations or this round are already made during the setup.

Remove theWatch Patrolentirely romthe game orthe nal round.

Do not removethe WatchPatrol rom thegame or thenal round.

Important note for the Prep Phase in the nal round (round 11):

Egress space Bidding spaces

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2. The BIdding phase

During the Bidding Phase, players can part icipate in a number o auctions to acquire one extra asset each.Each round, the same kinds o assets are put up or auction. Tere are 7 auction categories in total:1. Action Cards 4. Annexes 6. Disciples2. Bonus Cards 5. Geisha 7. Mission Cards3. Weapons

Te player who wins an auction category with his bid receives the reward o that category.See page 8 or a detailed description o the rewards.

Note: Te Bidding Phase in the 2-player game and the 3-player game differs slightly rom the Bidding Phase with 4 and 5 players.First, read the description o the Bidding Phase in the 4 and 5-player game. Te differences with 2 and 3 players are mentioned aferwards.

Important: At the start o the Bidding Phase, eachplayer is asked in player order i he wants to takepart in this round’s auctions.

I a player is unable (because o insu -cient unds) or unwilling to participate,he may now drop out o the BiddingPhase by moving his Marker rom theBidding rack to the Egress space .For this he receives3 Mon rom the bank.

Te player who is arthest up the Bidding rack starts an auction by announcingan auction category o his choice; or example, Weapons. By announcing thecategory, the player automatically places the minimum bid or that category(which is stated next to the Bidding space o that category; 5 Mon orAnnexes and Geisha, 3 Mon or all other categories). He may not bid moreor less Mon.Ten, the next player on the Bidding rack may either place a higher bid or pass.Tis continues down the Bidding rack until each player on the Bidding track hasonce either chosen to top the prior bid or to pass. Finally, the player arthest upthe Bidding rack is the last to choose to top the highest bid or pass. Te auctionis won by the player who placed the highest bid. Te winner pays his bid to thebank, takes his Marker rom the Bidding rack and places it onto the Bidding

space o the auction category he just won. Tis auction category is closed or therest o this Bidding Phase and the player is not allowed to participate in otherauctions this round. Finally, the player receives the reward o his auction category(see next page).

Ten, the next auction is announced by the player who is now arthest up theBidding rack (which may be the same player as be ore i he didn’t win the priorauction). Te player chooses an auction category which is not yet closed and theprocedure described above is repeated. Play continues in this manner until eachplayer has either won an auction or chosen to drop out o the Bidding Phase.

Further rules and notes:• I the minimum bid o the announcer is not topped by another player, he gets

the reward by paying the minimum bid.• I it is a player’s turn to announce a category, he may instead choose to drop

out o the Bidding phase immediately (by moving his Marker rom the Biddingrack to the Egress space). However, or this hedoes not receive any Mon.

• Mon is not kept hidden. Te Mon o each player must be displayed clearly inront o him.

• No player may place a bid that he cannot afford to pay. (I a player wins anauction and cannot pay his bid, he does not acquire any assets, but loses all hisMon anyway. Ten he drops out o the Bidding Phase and the auction categoryis not closed.)

• I it is a player’s turn to announce a category, he may choose any auctioncategory that is not yet closed. However, i a player wins this category, he mustalways pay his bid even i he cannot acquire the respective asset (because thesupply is exhausted, or example.)

Te Bidding Phase with 4 or 5 playersExample of anauction:It is Blue’s turn toannounce anauction category.He cannot choosethe Bonus Cardcategory as it is already closed (because Yellow has won it). He chooses theWeapon category and places the minimum bid o 3 Mon. Now Green cantop that bid by raising the amount to at least 4 Mon, or he may pass. Greendecides to go or it and says 6 Mon. Blue now gets the nal chance to improvehis bid by saying 7 Mon or to leave the category to Green. Blue decides to winthe auction or 7 Mon, pays it to the bank, moves his Marker to the Bidding

space, and chooses one Weapon out o the top 3 as a reward. Afer that, Greenchooses a new category which he automatically wins with the minimum bid(since he is now the only player lef on the Bidding rack).

All o the rules described above apply. However, there is one important di -erence: Tere are only 3 main auction categories, each o which comprises

2 or 3 subcategories:

Te Bidding Phase with 2 or 3 players

Players can only announce one o the 3 main categories. Te player whowins that category chooses one o its subcategories and receives that asset.(For example, i it is the White category, he may choose to acquire EI HERan Action Card OR a Bonus Card OR a Weapon). Ten he moves his Marker

rom the Bidding rack to the subcategory’s Bidding space. Te main cat-egory o that color (including all its subcategories) is then closed or the resto the round.

Te White category - comprising the Action Card, Bonus Card,and Weapon categories (minimum bid: 3 Mon)

Te Black category - comprising the Annex and Geishacategories (minimum bid: 5 Mon)

Te Red category - comprising the Disciple and Mission Cardcategories (minimum bid: 3 Mon)

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In the Samurai setting, there are a ew rather cruel events thatmake every player lose certain assets. (For example, the event“Earthquake” makes you lose 1 Disciple and 1 Annex.) However,these effects can be reduced or any players who return a Blessingcounter rom their Clan boards to the emple District(see page 13 “Te emple District” on how to become blessed ).So it is always a good idea to have a Blessing!

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List o rewards in the auction categories

Action CardsDraw the top 3 cards o the Action Carddeck. Keepone o them.Discard the other 2 by placing them

ace down at the bottom o the Action

Card deck.

Bonus CardsDraw the top 3 cards o the Bonus Carddeck. Keepone o them.Discard the other 2 by placing them acedown at the bottom o the Action Card

deck.

WeaponsDraw the top 3 Weapons o the Weapon deck.Keep one o them.Discard the other 2 by placing them

ace up onto the Weapon discard pile.

Annexesake one Annex o your choice (that you do not own yet) and place it onto the

appropriate space on your Clan board. You also receive2 Prestige Points . (Youmay win the auction or that category even i you already own all available An-nexes or i the supply is exhausted. In that case, you only gain 2 Prestige Points.)

Geishaake one Geisha and place it onto an appropriate space on your Clan

board.You also receive 2 Prestige Points . (I you win the auction or this cat-egory and the supply is exhausted, you only gain 2 Prestige Points.)

Disciples

ake one o your Disciples romthe Reserve space and place itonto your Clan House.

Mission Cards

Draw the top 3 cards o one Mission Card deck o your choice. Keepone o the 3 cards. Discard the other 2 by placingthem ace down at the bottom o their Mission Card deck.Note: I there are ewer than 3 Mission Cards available in the deck o your choice, you can only choose rom those.I a Mission Card deck is exhausted, you cannot gain a Mission Card o that color.

3. The Event phase

a) Adjust the MarketI there are Weapons on the 3 lefmost spaces o theMarket (8 ), clear those3 spaces by sliding the 2 lefmost Weapons over to the right; onto the6 spaces. Te other Weapons previously on the 6 spaces and the one onthe middle space (i any) drop out o the Market and are discarded onto theWeapon discard pile.Ten take the top 3 Weapons rom the Weapon deck and place them rom lefto right in the order they appear onto the rst 3 spaces o the Market.

Note: I the Weapon deck is exhausted, shuffle the Weapon discard pile andplace it as the new deck.

In the Event Phase you always do the ollowing 2 steps:

b) Reveal an Event Cardake the top card o the Event Card deck and read the text out

loud. Ten place the card ace up onto the “Current Event”pile , covering the event o the previous round. Te new eventtakes effect immediately.Tis can be an effect that must be carried out right away or aneffect that spans the entire round; just ollow the instructionson the card.

I an Event Card makes a District inaccessible or the resto the round, take the “District inaccessible” counter and

place it onto the District.

Example:

1st: Te 2 lefmost Weapons moveto the 6 spaces. Te rest drop out.

2nd: 3 new Weapons are put ontothe 3 lefmost spaces o the Market.

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4. The assigning phase

In the Assigning Phase, players place their available Disciples onto the gameboard or their own Annexes to enable these Disciples to per orm certainactions in Phase 7 (see pages 10 to 15 or details).

In player order, each player places one Disciple at a time until all Disciples are

placed.Te player whose marker is arthest up the Player Order rack begins by plac-ing one o his Disciples onto either:

any ree Assignment space in an accessible District

OR

one o theAnnexes he has already built on his

Clan board

Ten, the player who comes second on the Player Order rack gets to placea Disciple, then the third player, and so on. Afer each Player has placed oneDisciple, the rst player assigns his second Disciple, etc. Tis continues untilall Disciples are assigned.

• Each Assignment space and Annex only accommodates one Disciple. Iall spaces in a District are occupied (either by a Disciple or a Placeholdercounter), no other Disciple can be placed there.

• No player may assign more than one Disciple to the Bower(the 3 numbered Assignment spaces in the Castle Distr ict).

• I due to an event, the “District inaccessible” counter is placed on aDistrict, you cannot place your Disciple onto any o its Assignment spaces(unless you play the Action Card “Heart o the Dragon”).

• A player must assign all his Disciples, even i he would rather not.Cowardice and laziness have no place in Yedo!

In the Watch Patrol Phase the Watch Patrol moves to another District.All Disciples in that District are arrested.

Te Watch Patrol Phase consists o 4 subphases:

a) Move the Watch Patrol to the next DistrictMove the Watch Patrol to the next space along itscircuit ( ollowing the arrows). Te direction inwhich the Watch Patrol moves is determined by its color: the red Watch Patrol moves clockwise,the blue Watch Patrol moves counterclockwise.

Note: Tere is always only one Watch Patrol on the game board. Te color othe Watch Patrol just indicates the direction o its movement. It can change asa result o certain events, by playing certain Action Cards, or by completing

certain Missions.

b) Play Action Cards to inuence the Watch Patrol’s movementIn player order, each player may playone Action Card to inuence the move-ment o the Watch Patrol. (For example, the Action Card “Double-time!”makes the Watch Patrol move one additional District.)Note: Te limit o one card applies only to “Phase 5b” Action Cards. Otherpossible Action Cards (such as “Feint” or “Walls Have Ears”) can still be playedas usual.At the end o this subphase, the Watch Patrol will have reached its nal des-tination; it will arrest all Disciples in that District, except or any saved withAction cards (see next subphase).

c) Play Action Cards to save Disciples rom being arrestedIn player order, each player may playone Action Card (or his Blackmail Card)to save one or more o his Disciples rom being arrested. Played BlackmailCards are returned to the box.Note: Te limit o one card applies only to “Phase 5c” Action Cards. Otherpossible Action Cards (such as “Feint” or “Walls Have Ears”) can still be playedas usual.

d) Arrest DisciplesIn the Watch Patrol’sDistrict, allDisciples who havenot been saved by means o an ActionCard are immediately

arrested. Return themto the Reserve on thegame board.

5. The watch patrol phase

Very important: No player can lose either o his last 2 Disciples.I a player’s Disciple is arrested when that player has already 2 Disciples inthe Reserve, the arrested Disciple returns to its Clan House.Tis also applies to other cases in which a player loses a Disciple.

Example:Te blue Watch Patrol ends its movement in the RedLight District. Te green and yellow Disciples arearrested.

In the nal round, skipthe Watch Patrol Phaseas there is no WatchPatrol on the board.

Te WatchPatrol Phasetakes placeas usual.

Reminder for round 11:

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6. The trade phase

In the rade Phase, certain players can trade assets with each other.

a) rade Weapons in the Market DistrictAll players who have at least one Disciple in the Market District may exchangeWeapons and Mon among themselves.

b) rade all kinds o assets in the avern DistrictAll players who have at least one Disciple in the avern District may exchangeany o the ollowing assets among themselves:

• Weapons• Geisha• Mon• Uncompleted Mission Cards• Action Cards• Bonus Cards

Annexes, Blessing counters, Disciples, and completed Mission Cardsmay not

be traded!

• I the deal includes any cards (Action, Bonus, or uncompleted MissionCards), these are kept ace down at all times. In other words, a player onlygets to see the cards he acquired afer the deal has been concluded. You arenot allowed to give any specics about the cards you want to trade (names,categories, requirements, rewards, etc.). However, you may o course point

out that you think a card is a good t or another player.• You may not trade in secret. All players must be in ormed o what kind o

assets are traded.

• You can prepare a deal in Phase 4 by proposing your deal to a player andasking him to join your Disciple in the Market or avern District.

• Afer all deals are closed, the Disciples involvedremain in the Districtwhere they were placed.

7. The Action phase

I you activate a Disciple on anAssignment space on the game board,you can use it to either:

a) complete one o your MissionsOR

b) per orm one o the actions associated with that Assignment space.

I you activate a Disciple on one o yourAnnexes you can:

c) use the special ability o that Annex.

During this Phase, all players activate their Disciples to per orm certainactions. In player order, each player activatesone o his Disciples at a time:the rst player activates one o his Disciples rst, then the player who comessecond on the Player Order rack, then the third player, and so on.

Afer each Player has activated his rst Disciple, the rst player activates hissecond Disciple, etc.

Afer your activated Disciple has completed its action, immediately return it toyour Clan House.Te Action Phase ends when there are no Disciples lef on any Assignmentspaces and Annexes.

Note: As long as you still have Disciples on the game board or on Annexes youmust activate one o them in your turn, even i you would rather not. (I youcannot do anything use ul, return it to your Clan House anyway).

Example of a trade in the Tavern District:Blue, Green, and Red are allowed to trade among themselves. Red proposes to Green the ollowing deal: Red receives Green’s Geisha and his DokuWeapon. In return, Green gets a Bonus Card and a Nawa Weapon. Green consents to the offer i 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.

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a) Completing a Mission

You can activate a Disciple on anAssignment space to completeone Mission.All Missions haveStandard require-ments , which (among other things)

always includeat least one District.o complete that Mission, you must:1. activate a Disciple that is placed in

one o the Districts shownAND

2. meet every Standard requirement stated.

For the Mission above this would mean:You must have a Disciple both in the Market District AND the emple

District .You must also own a Geisha , a Metsubushi , and a Yashiki .

o complete the Mission you activate either the Disciple in the Market Dis-trict or the Disciple in the emple District (the other Disciple stays on thegame board and may per orm another action later).For completing the Standard requirements o the Mission, you gain theStandard reward (shown in the darker bar below the requirements). So theMission above would give you 3 Prestige Points, 1 Action Card, and 10 Mon.

In addition to the mandatory Standardrequirements, the Mission also statesoptional Bonus requirements . Whenyou complete the Standard require-ments and at the same time meet all

the Bonus requirements, you receivethe Bonus reward in addition to theStandard reward.

Standard requirements

Standard reward

However, the Bonus reward can never be earned alone, it can only be earned inaddition to the Standard reward. Sometimes you will have to decide whetheryou want to complete just the Standard requirements or to wait until you canmeet all Standard and Bonus requirements.

Either way, when you complete a Mission you always do it in the ollowingorder:

1. Lay the Mission Card ace up on the table2. Show that you meet all Standard requirements3. Activate your Disciple4. Collect the Standard reward5. (i possible) Show that you meet all Bonus requirements6. (i possible) Collect the Bonus Reward7. Place the Mission Card ace down onto your “Completed Mission Card” pile

next to your Clan board

Bonus requirements

Bonus reward

List o icons or Standard and Bonus requirements

You must own each Annex shown on

the Mission Card (you neither sur-render the Annexes nor do you needto have a Disciple on them).

Te ollowing assets must be surrendered when completing the Mission(this is indicated by the arrow):

You must pay the indicated amounto Mon to the bank (this must be paidbe ore you collect the reward).

You must have a Disciple present atan Assignment space in each o the Dis-tricts shown on the Mission Card. (I aDistrict is shown twice, you must have2 Disciples in that District.)You activate one o the Disciples tocomplete the Mission (but it must bein a District shown in the Standardrequirements).

You must own each Weapon shownon the Mission Card (you do not surrender these Weapons).

You must own at least the number oGeisha shown on the Mission Card(you do not surrender those Geisha).

You have to meet the specicrequirement stated on the MissionCard.

You must have a Blessing counter onyour Clan board and return it to the

emple.

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List o icons or Standard and Bonus rewards

?

?

Gain the indicated number o Prestige Points on the Score rack.

Collect the indicated amount o Mon rom the bank.

I you are not currently blessed, take a Blessing counter rom theemple and place it onto the appropriate space on your Clan board.

Gain the top card o the Action Card deck.

Gain the top Card o one o the Mission Card decks.

Gain the top card o the Bonus Card deck.

Gain one o the Weapons that are placed on the Market.

Te Disciple that you activated to complete this Missionis placed in the Reserve and not onto your Clan House.

Replace the current Watch Patrol with the Watch Patrolo the other color (this is mandatory).

ake any Mon on the Church when you complete thisMission.

Besides the requirements and rewards, each Mission Card also shows:

A title and a avor text: Tey have no other purpose than to set the scene or the Mission.

One o 4colors (Green, Yellow, Red, Black): Tis gives you a clue to the difficulty level o theMission, ranging rom Green (easy) to Black (hard).

One o 5categories (Espionage, Tef, Kidnapping, Assassination, War are): Te categories

are connected to the Bonus Cards. Several Bonus Cards give Prestige Points according to howmany Missions o a certain category a player has completed.

b) Per orming the action o an Assignment space

Each Assignment space on the game board is located in a District. Each Dis-trict has its own actions that you can take when you activate a Disciple there.You can always chooseone o the actions that are available in that District at

that time (usually no matter how many players have chosen that action be ore).Te only exception is the Castle District where each Assignment space has onespecic action.

The Gates District (Takanawa Okido)

Here your Disciple can take one o the ollowing actions:

A) Recruit one DisciplePay 7 Mon to the bank,take one o yourDisciples rom theReserve and place it

onto your Clan House.I you already own all4 Disciples, you cannottake this action.

B) Beg Give up 1 Prestige Point (by mov-ing your Marker on the Score rackbackwards) to receive3 Mon romthe bank

OR give up 2 Prestige Points to receive5 Mon rom the bank (you cannotgive up points that you do not have).

C) Foresight (Action Cards)ake the top 3 cards o the

Action Card deck and look atthem. Arrange them in anyorder and return them ace

down to the top o the ActionCard deck.

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The Tavern District (Juku)

Here your Disciple can take one o the ollowing actions:

A) Visit the Carpenter to build an Annex Note: You are not allowed to choose this action i you

cannot build any o the available Annexes.Pay 11 Mon to the bank and take one Annexo your choice that you do not own andthat is available on the game board. Placeit on the appropriate space on your Clan board.

B) Foresight (Weapons)ake the top 3 cards o the Weapons deck and look at

them. Arrange them in any order and return them acedown to the top o the Weapons deck.

The Harbor District (Shiba)

Here your Disciple can take one o the ollowing actions:

A) Visit the ChurchYour Disciple converts to Christianity and

receives charity.Gain all Mon that is placed on the Church. I there is noMon on the Church, you cannot take this action.

B) Buy luxury goods rom the European MerchantsPay exactly 4 Mon to the bank to receive1 Prestige PointOR pay exactly 9 Mon to the bank to receive3 Prestige Points .

C) Foresight (Bonus Cards)ake the top 3 cards o the Bonus Card deck and look at

them. Arrange them in any order and return them acedown to the top o the Bonus Card deck.

The Red Light District (Yoshiwara)

Here your Disciple can take one o the ollowing actions:

A) Recruit one Geisha Note: You can only choose this action i there is still aGeisha available on the game board.

ake one Geisha rom the game board and place her onto

an appropriate space on your Clan board. For this, pay 8 Mon to the bank OR give up 2 Prestige Points (youcannot give up points that you do not have.)

B) Buy one Action CardGain the top card o the Action Card deck by paying4 Mon to the bank.

The Temple District (Ikegami Hommonji)

Here your Disciple can take one o the ollowing actions:

A) Receive a Blessing ake one Blessing counter rom the emple and place it

onto the appropriate space on your Clan board. I youalready have a Blessing, you cannot choose this action.

B) Foresight (Mission Cards OR Event Cards)ake the top 3 cards o one Mission Card deck and look

at them. Arrange them in any order and return them acedown to the top o that Mission Card deck.OR

ake the top 3 cards o the Event Card deck and look atthem. Return them ace down to the top o the EventCard deck without changing their order.

The Market District (Kyobashi)

Here your Disciple can take one o the ollowing actions:

A) Buy one Weapon at the Marketake the Weapon that you want rom the Market, place it

at your Clan board, and pay the amount o Mon shownbeneath its space.I you own the Kobudo-Ryu (Annex), you pay 3 Mon less

or that Weapon.

B) Sell one Bonus Card OR one Action CardYou can sell either one Bonus Card OR one Action Card.Te card is placed ace down at the bottom o the appro-priate deck. For this, you receive2 Mon rom the bank.

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1. All Markers on the Player Orderrack move slightly to the right.

Example:Green activateshis Disciple at theBower to change the player order.

2. Since Red has his Discipleon the lowest number othe Bower, he decides rstwhich position to take onthe Player Order rack. Hechooses to become last.Ten Green chooses to placehis Marker on the top spoto the Player Order rack.

3. Now the players not presentat the Bower ll up the emptyspaces o the Player Order rack rom top to bottom.

4. Te Disciples at the Bower re-turn to their Clan Houses.

Blue proceeds with the Action Phase (because he is positioned afer Green who activated the Bower).

14

The Castle District (Edo-Jo)

Depending on the Assignment space your Disciple is on, it can take one specic action:

A) Gain an audience with the ShogunYour Disciple visits the Shogun. For this, you receive1 Prestige Point .

B) Gain an audience with the Baku uYou receive new orders. Gain the top card o one Mission Card deck o your choice.

C) Relax at the BowerVisiting the Bower allows players to change the player order.Whoever is the rst to activate a Disciple at the Bower to change the player orderautomatically activates the entire Bower. (Important: Tis does not apply when the

activating player uses his Disciple to complete a Mission.)When a player activates the Bower, adjust the player order in the ollowing manner:

1. Move all Markers on the Player Order rack slightly to the right, preservingtheir order.

2. Te player with a Disciple on the lowest number o the Bower places his markeronto any position on the Player Order rack. Ten the player (i any) with aDisciple on the next-lowest number o the Bower places his marker onto any

ree position on the rack. Ten the remaining player (i any) at the Bower doesthe same.

3. Afer that, the players who do not have a Disciple at the Bower place theirMarkers back onto the Player Order rack, starting with the one whose markeris arthest up and continuing downwards. Each o them in turn must place hismarker onto the lowest numbered ree spot remaining on the Player Order

rack.4. Finally, all Disciples at the Bower return to their Clan Houses.

Te new player order immediately takes effect. Te Action Phase proceeds with theplayer whose Marker on the Player Order rack is now positioned directly afer theplayer who just act ivated his Disciple at the Bower.Note: Always keep this in mind when you need to have a Disciple in the Castle Dis-trict to complete a Mission: When it is placed at the Bower, another player may acti- vate his Disciple rst to change the player order and thereby remove your Disciple

rom the Bower along with his own.

c) Using an Annex Note: o use an Annex you must have already built it. Te Annex spaces on theClan boards only indicate where each type o Annex is placed.

Each type o Annex has one special ability which you can use when youactivate a Disciple there. Also, each Annex has one urther ability.

When you activate your Disciple here:Place one o your uncompleted Mission Cards ace

down at the bottom o the Mission Card deck o itscolor. Ten gain the top card o one Mission Card decko your choice.

Further ability: A Disciple that you placed here can alternatively be used in the ollowing

way: When you complete a Mission that requires a Geisha (that you do nothave), you may return the Disciple on the Yashiki immediately to your ClanHouse and count it as one additional Geisha or that Mission. (But you donot receive a Geisha counter!)

Yashiki(Mansion)

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End of the game

Dojo( raining room)

Kobudo-Ryu

(Weapons school)

Karesansui(Sacred garden)

When you activate your Disciple here:Discard one o your Weapons by placing it ace up on the Weapondiscard pile. Ten, gain the top Weapon o the Weapon deck.

Further ability:Te ollowing permanent ability takes immediate effect when you build the Dojo. You do not have to have placed a Dis-ciple here to use it! At the beginning o each round, you receive 1 Mon.

When you activate your Disciple here:

Discard one o your Action Cards by placing it ace down at the bottomo the Action Card deck. Ten gain the top Action Card o the ActionCard deck.

Further ability:

Te ollowing permanent ability takes immediate effect when you build the Kobudo-Ryu. You do not have to have placed aDisciple here to use it! Te cost o each Weapon that you buy on the Market isreduced by 3 Mon. (So you only pay 5 Mon or 3 Mon.)

When you activate your Disciple here:Per orm a “Foresight” o your choice. ake the top 3 cards o one o the

ollowing: the Action Card deck, the Bonus Card deck, the Weapondeck, or any one Mission Card deck, and look at them. Arrange them inany order and return them ace down to the top o the same deck.You may instead choose to look at the top 3 cards o the Event Card deckand return them in the same order ace down to the top o the deck.

Further ability: A Disciple that you placed here can alternatively be usedin the ollowing way: When you complete a Mission thatrequires a Blessing (that you do not have), you may returnthe Disciple on the Karesansui immediately to your ClanHouse and count it as a Blessing or that Mission.

Afer the 11th round is completed in ull, the game ends.

For example, the Bonus Card onthe right gives you 4 Prestige Pointsi you managed tocomplete moreMissions o the “War are” categoryduring the game than any otherplayer. I there is a tie, because at leastone other player managed to have themost completed “War are” Missionstoo (so you both have the same num-ber), you only receive the numberin brackets (2 Prestige Points). Tetied player does not receive anything.I any player has completed moreWar are Missions than you, you getno Prestige Points at all.

Some Bonus Cards requireyou to have not completed anyMissions o a certain category.

Afer all players have received their Prestige Points orBonus Cards, check which players still own theirBlackmail Card .Tose players get 2 additional Prestige Points.

Te player who now has the most Prestige Points in total (whose Marker hasadvanced arthest on the Score rack) wins the game. In the case o a tie, thetied player whose Marker is arther up the Player Order rack wins.

Some Bonus Cards give youPrestige Points or certainassets that you own.

Te game may end prematurely i a player manages to complete the hardest Mission, “Kill the Shogun”.Te round in which this happens is nished in ull (so each player still activates his remaining Disciples).Ten the game ends.

Afer the game has ended, a nal scoring takes place.Each completed Bonus Card that a player owns grants that player PrestigePoints. (Remember, no player may have more than 2 Bonus Cards in total.)Important: Some Bonus Cards have a value in brackets. Tis is the numbero Prestige Points you receive i both you and one or more o your opponentsmeet the requirements o the Bonus Card. Your opponentsdo not receivethese Prestige Points.

Number o Prestige Points you receive or achievingthe task exclusively.

Number o Prestige Points youreceive i you tie with at least oneother player in achieving the task.

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What Where to get it What to do with it Important notesPhase 2: • win Geisha/Annex auctionPhase 7: • complete certain Missions

• buy in the Harbor District• visit the Shogun in the Castle District

End: • Bonus Cards• Blackmail Card

Phase 7: • exchange for Mon in the GatesDistrict (beg)

• exchange for a Geisha in theRed Light District

End: • if you have the most, you win the game

• You can also gain or lose Prestige Points as a result o certainAction Cards and Event Cards.

• You cannot spend or lose Prestige Points that you do nothave.

Phase 1: • own a Dojo (Annex)Phase 2: • drop out at beginning of phasePhase 7: • complete certain Missions

• take Mon on the Church• beg in the Gates District• sell Action/Bonus Card at Market

Phase 2: • spend when you win an auctionPhase 7: • spend on assets or Prestige Points in the Districts • spend when you complete certain Missions

• You can also gain or lose Mon as a result o certain ActionCards and Event Cards.

• Te amount o Mon that each player has must be clearly visible.

Phase 2: • win Disciple auctionPhase 7: • buy in the Gates District

Phase 4: • place onto board and annexesPhase 5: • Disciples can be arrested and then returned to ReservePhase 7: • activate to perform actions

No player can lose either o his last 2 Disciples.• I a player must return a Disciple to the Reserve when there are

already 2 o his Disciples there, he returns that Disciple to hisClan House instead.

Phase 7: • gain in the Temple District• complete certain Missions• use Annex Karesansui for a Mission

Phase 3: • reduce e ect of some harmfulevents

Phase 7: • complete certain Missions

• No player may own more than 1 Blessing at once.

Phase 2: • win Geisha auctionPhase 7: • buy in Red Light District

• use Annex Yashiki (does not give you an actual Geisha counter)

Phase 7: • complete certain Missions • Geisha are also required for

certain Action Cards

• No player may own more than 3 Geisha at once.

Phase 2: • win Weapon auctionPhase 7: • buy at Market

• use Annex Dojo for exchange• complete certain Missions

Phase 7: • complete certain Missions • No player may own more than 4 Weapons at once. (I you gain a5th Weapon, discard one o your 5 Weapons.)

• Discard Weapons ace up onto the Weapon discard pile.• When the Weapon deck is exhausted, shuffle the Weapon

discard pile and place it ace down as the new Weapon deck.

Phase 2: • win Annex auctionPhase 7: • buy in Tavern District

see Clan board or abilities

Phase 2: • win Mission Card auctionPhase 7: • gain in Castle District

• complete certain Missions• use Annex Yashiki for exchange

Phase 7: • gain Prestige Points, Mon, andassets when you complete them

• No player may own more than 4 uncompleted Mission Cards atonce. (I you gain a 5th Mission, discard one o your 5 Missions.)

• I a deck is exhausted, you cannot gain a Mission o that color.• Te activated Disciple can only complete one Mission.• Each Mission belongs to one o 4 colors (green, yellow, red,

black) and one o 5 categories (Espionage, Tef, Kidnapping,Assassination, War are).

• No player may own more than 1 Annex o each type.

Phase 2: • win Action Card auctionPhase 7: • buy in Red Light District

• complete certain Missions• use Annex Kobudo-Ryu for exchange

• inuence various aspects o the game whenyou play them

• No player may own more than 3 Action Cards at once. (I yougain a 4th Action Card, discard one o your 4 Action Cards.)

• Te Blackmail Card does not count towards the Action Cardlimit and cannot be countered by other Action Cards.

Phase 2: • win Bonus Card auctionPhase 7: • complete certain Missions

End: • gain Prestige Points when youulll their individual tasks

• No player may own more than 2 Bonus Cards at once. (I yougain a 3rd Bonus Card, discard one o your 3 Bonus Cards.)

16

Disciples

Blessing

Geisha

Weapons

Annexes

Mission Cards

Action Cards

Prestige Points

Mon

Bonus Cards

Castle District Gates District avern District Harbor District Red Light District Market District emple District

Credits

Do you have questions regarding the rules? write to: [email protected]

Authors: Wol Plancke and Tomas Vande Ginste | Illustrations: Franz Vohwinkel | Gracs: Imelda Vohwinkel

Rule book and rule book layout: Al red Viktor Schulz |Rule book revision: Neil Crowley | Draf texts: Frank WilleEnglish Editing: Brook Cunningham, John Goodenough, Edward BolmeCopyright: © 2012 eggertspiele GmbH & Co. KG, Friedho str. 17, 21073 Hamburg, Germany. All rights reserved. | www.eggertspiele.de

Distribution: Pegasus Spiele GmbH, Straßheimer Str. 2, 61169 Friedberg, Germany. | www.pegasus.deWe want to thank everybody who contributed to the development o this game, especially Bjorn Ottevaere, Bob Degeyter, Rob Breyne, asha and Julie.