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A board game for 1 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
ZD\VWRUHDFK\RXUJRDO:LOO\RXWU\WRFRPSOHWHDVPDQ\JORULRXVPLVVLRQVDVSRVVLEOHLQÁXHQFHWKH6KRJXQGXULQJSULYDWHDXGLHQFHV
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 com-
SOHWLQJ0LVVLRQ&DUGVE\DFWLYDWLQJ'LVFLSOHVDWFHUWDLQORFDWLRQVRQWKHJDPHERDUGDQGE\KDYLQJIXOÀOOHGWKHWDVNV
RI %RQXV&DUGVDWWKHHQGRI WKHJDPH(DFKSOD\HUFRXQWVWKHLU3UHVWLJH3RLQWVE\PRYLQJWKHLURZQ0DUNHUDORQJ
WKH6FRUH7UDFNRQWKHJDPHERDUG

2
Components

Double- sided Game Board

The two sides of the game board are functionally identi-


cal. 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:

1. The Castle District


(Edo-Jo)

2. The Gates District


(Takanawa Okido)

3. The Tavern District


(Juku)
The area above and to the right The game board also shows:
4. The Harbor District of the river holds assets that you
can acquire during the game: a. 3OD\HU2UGHU7UDFN
(Shiba)
b. Egress space
5. The Red Light District A. Action Cards c. %LGGLQJ7UDFN
(Yoshiwara) B. Bonus Cards d. 6FRUH7UDFN
C. Weapons e. 5RXQG7UDFN
6. 7KH0DUNHW'LVWULFW D. Annexes f. Weapon discard pile
(Kyobashi) E. Geishas g. Watch Patrol circuit
F. Disciples Reserve h. Event Cards
7. The Temple District G. Mission Cards i. Current Event pile
(Ikegami Hommonji)

3
Cards All Basic Missions are Green. All other Mission sets
LQFOXGHPRVWO\<HOORZ5HGDQG%ODFN0LVVLRQV
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 Some sets have the “no solo/co-op” icon next
Points but can also give you money and other assets. to their set icon. This means that those cards can-
You start the game with 4 Missions and can acquire more not be used while playing with the Shogun Must
during the game. There are Mission Cards in 4 colors. Die module.
7KHFRORUJLYHVDFOXHWRWKHGLIÀFXOW\OHYHORI WKDW0LVVLRQ
(but it is only a generality).
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 Mis-


sions, see Completing a Mission section of these rules,
on page 20.

72 Action Cards
There are:
– Green Missions (easy to achieve) They are played during the game to gain
– <HOORZ0LVVLRQV QRWWRRGLIÀFXOW  advantages or to obstruct your opponents.
– Red Missions (require effort)
– %ODFN0LVVLRQV YHU\FKDOOHQJLQJ  Action Cards are divided into 6 sets:
– Neutrals, numbered A01 to A12
Also, the Mission Cards are divided into 10 sets:
– Basic Missions, numbered M001 to M020
– Resources, numbered A13 to A24
– Neutral Missions, numbered M021 to M035
– Prestige Missions, numbered M036 to M050 – Rule Changers, numbered A25 to A36
– Master of Weapons Missions, numbered M051
to M065 – Disciple, numbered A37 to A48
–  0RQH\0DNHU0LVVLRQVQXPEHUHG0
to M080 – Watch Patrol, numbered A49 to A60
– Kill the Shogun Missions, numbered M081
to M090 – Hard Interaction, numbered A61 to A72
– Jesuits Bidding Missions, numbered M091
to M096 When setting up the game, you will only use some
– Specialists Missions numbered M097 to M110 of those Action sets, depending on how you want to
customize your game. You can combine as many Action
– Soft Interaction Missions, numbered M111
sets as you want, but we recommend that you use 2 or
to M126
3 of them in each game.
– Hard Interaction Missions, numbered M127
to M141

4
31 Bonus Cards currency. The game uses coins in denominations of 1, 5,
and 10 Mon (which are not historical denominations, but
7KHVH DUH NHSW VHFUHW XQWLO WKH HQG RI are used in the game for convenience).
the game, then give Prestige Points de-
SHQGLQJ RQ WKHLU LQGLYLGXDO WDVNV :KHQ
setting up the game, all Bonus Cards are
always used.

61 E Vent Cards
16 Annexes
Each round, an Event which affects all (4 OF EACH )
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


Dojo Karesansui
(Training Room) (Sacred Garden)
– 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 Kobudo-Ryu <DVKLNL
Event sets depending on how you want to customize (Weapons School ) (Mansion)
your game. There are certain restrictions to combining
different sets explained later. 40 Weapons
(5 OF EACH )
5 FaVor of
the Shogun Cards

Your unique starting bonus. Each of


WKHPKDVWKHVDPH%ODFNPDLO&DUGRQ
WKHEDFN
'RNX Katana 6KXNR Metsubushi
(Poison) (Sword) (Fighting (Smoke
tokens and markers Claws) Bombs)

8 0 Mon tokens
( MONEY )

The Mon was the currency most commonly used in Yedo. )XNL\D Yumi Nawa 6KXULNHQ
It resembled, and was derived from, the Chinese Wen. (Blowgun) (Bow) (Rope) (Throwing
In 1870, the Mon was replaced by the Yen as the Japanese Stars)

5
1 cloth bag 5 wooden Bidding markers
for Weapons (1 IN EACH OF THE 5 PLAYER COLORS )

7 wooden Geisha tokens

*HLVKD WRNHQV KDYH  3UHVWLJH 3RLQW V  SULQWHG RQ


one side. 5 wooden Score markers
(1 IN EACH OF THE 5 PLAYER COLORS )

5 wooden
Blessing tokens
5 50 Prestige
Point s tokens
10 Location
Inaccessible tokens
1 double- sided
Watch Patrol token
1 District
Inaccessible marker
2 wooden Watch
Patrol markers
1 Burnt (1 SILVER , 1 GOLD )
Church marker
(used only with
1 No Patrol marker
WKH6DNRNX(YHQW

1 wooden
2 0 wooden Disciples Round marker
(4 IN EACH OF THE 5 PLAYER COLORS ) ( GREY )

other

1 Non- Specialist s
board oVerlay

5 wooden Player Order markers 5 Player aids


(1 IN EACH OF THE 5 PLAYER COLORS )

6
5 Clan boards C. Space for your Bonus Cards.
(1 IN EACH OF THE 5 PLAYER COLORS ) Limit: 2
If you exceed this limit, immediately discard any ex-
cess Bonus Cards of your choice (discarded Bonus
Cards are always placed face down at the bottom of
WKH%RQXV&DUGGHFN 
Keep face down.
D. Space for your Weapons.
Limit: 4
If you exceed this limit, immediately discard any
excess Weapons of your choice (discarded Weap-
ons 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 al-
ORZHGWRWDNHDQ\PRUH%OHVVLQJV
F. Spaces for your Geishas.
Each player has a Clan board on which they organize Limit: 3
the assets that they obtain during the game. Most types Once all your spaces for Geishas are occupied, you
of assets have designated spaces to which they must be DUHQRWDOORZHGWRWDNHDQ\PRUH*HLVKDV
assigned, thereby limiting the number of assets you are G. Space for your Annexes.
allowed to own of that type. Limit: 1 of each Annex type
,I \RXDOUHDG\RZQDQ$QQH[RI DVSHFLÀFW\SH\RX
are not allowed to buy this type of Annex. Addition-
DOO\LI DVSHFLÀFW\SHRI $QQH[UXQVRXW\RXDUHQRW
Weapons are always kept face up. Mission Cards, allowed to buy that type of Annex anymore.
Action Cards, and Bonus Cards are always kept H. Clan House space for your Disciples.
face down, although you are allowed to look at Limit: 4
your own cards at any time. Any Clan Power Card If you exceed this limit, immediately discard any
and Character Cards (if you are playing with Clan
excess Disciples of your choice. (This situation may
Powers or The Teahouse module) are always kept
face up.
occur when playing with the Specialists module.)
If you want, you can also keep your Mon on
the Clan House Space. There is no limit to
A. Space for Mission Cards that you have already the amount of Mon you can have.
completed.
Limit: No limit. I. Space for your Clan Power (used when playing with
Keep face down. the Clan Powers module).
B. Space for your Action Cards. Limit: 1 Clan Power or 1 Character Card
Limit: 3 If you are not playing with the Clan Powers module,
If you exceed this limit, immediately discard or play you can use this space for Character Cards when
any excess Action Cards of your choice (discarded playing with The Teahouse module. If you are not
or played Action Cards are always placed face down playing with any of those modules, just leave this
DWWKHERWWRPRI WKH$FWLRQ&DUGGHFN  VSDFHHPSW\RUNHHS\RXUXQÀQLVKHG0LVVLRQ&DUGV
Keep face down. here (remember that you are limited to 4 uncomplet-
ed Mission Cards).

7
Clan Powers
Modular Component s
6 C LAN P OWER C ARDS
The Teahouse

15 C HARACTER C ARDS

Shogun Must Die


( FOR SOLO AND COOPERATIVE PLAY )

1 H ARBOR 30 E MPEROR C ARDS


M ASTER TOKEN

1 WOODEN
RONIN D ISCIPLE

Specialist s

30 WOODEN S PECIALISTS
(6 in each of the 5 player colors) 8 DAIMYO C ARDS

Ninja Samurai 0RQN

1 DAIMYO
Onna-bugeisha ,NNR,NNL Weaponsmith I NTERFERENCE TOKEN
(Female Samurai) (Messenger)
1 C OOPERATIVE B OARD
9 S PECIALIST TOKENS

1 CLOTH BAG FOR


S PECIALIST TOKENS

8
This section explains when a given Action Card can
Card Anatomies be played.
3. Effect. Explains the effect of the card.
4. Illustration. There are 6 sets of Action Cards:
Mission Card
Neutrals, Resources, Rule Changers, Disciple, Watch
1. Title and Thematic Patrol, Hard Interaction and Jesuits Bidding (a single
Text. This sets the scene FDUGVHW (DFKVHWKDVLWVLOOXVWUDWLRQWRPDNH
for the Mission but has it easier to separate the Action Cards at the end
no other in-game effect. of the game.
2. Category. There are 5. Card ID. Serves the same purpose as Mission
5 different Mission Card ID.
categories: Espionage,
Bonus Card
Theft, Kidnapping,
Assassination, and 1. Effect. Explains the effect
Warfare. These categories of the card - how points are
are referenced on scored for it at the end of
Bonus Cards, giving you the game.
the opportunity to score Bonus Prestige Points 2. Card ID. Serves
based on how many Missions you complete in the same purpose as
DVSHFLÀFFDWHJRU\ Mission Card ID.
3. 'LIÀFXOW\ The color of the Mission Card (Green,
<HOORZ5HGRU%ODFN LQGLFDWHVWKHUHODWLYH
Example
GLIÀFXOW\RI WKH0LVVLRQ*UHHQ0LVVLRQVDUHHDV\
Some Bonus Cards depict a Prestige Point value in brackets.
WRFRPSOHWHZKLOH%ODFN0LVVLRQVUHTXLUHDORWRI
This represents the number of Prestige Points you will score
careful planning over a series of rounds.
if both you and at least one other player meet the requirements
4. Requirements and Rewards. These icons
of the Bonus Card. Other players do not, however, score these
depict various Requirements you must meet when
Prestige Points.
completing the Mission, along with associated
Rewards. Standard Requirements are mandatory. Example
Bonus Requirements are optional but can result Some Bonus Cards score Prestige Points for certain assets that
in valuable Bonus Rewards. you have.
5. Set Symbol. There are 10 different Mission sets:
Basic, Neutral, Prestige, Master of Weapons, Money E Vent Card
0DNHU.LOOWKH6KRJXQ-HVXLWV%LGGLQJ6SHFLDOLVWV
Soft Interaction, and Hard Interaction. Each set has 1. Title. Provides a thematic
LWVLFRQWRPDNHLWHDVLHUWRVHSDUDWHWKH0LVVLRQ name but has no other effect.
Cards at the end of the game. 2. Effect. Explains the effect
6. Card ID.7KLVLGHQWLÀHUVHUYHVQRLQJDPHSXUSRVH of the card.
+RZHYHULWPD\DVVLVW\RXLQFRQÀUPLQJWKDW\RX 3. Illustration. There are
have all the cards, should you accidentally drop 7 sets of Action Cards:
WKHPRULI \RXZLVKWRGLVFXVVDVSHFLÀFFDUGZLWK Neutrals, Resources, Rule
fellow gamers online. Changers, Disciple, Watch
Patrol, Hard Interaction and
Action Card Jesuits Bidding (a single card set). Each set has its
LOOXVWUDWLRQZWRPDNHLWHDVLHUWRVHSDUDWHWKH(YHQW
1. Title. Provides a thematic Cards at the end of the game.
name but has no 4. Card ID. Serves the same purpose as Mission Card ID.
other effect.
2. Phase. Action Cards can
EHSOD\HGDWVSHFLÀFWLPHV )RU\RXUÀUVWJDPH
of a round. you can safely ignore any rules
WH[WZKLFKDSSHDUVOLNHWKLV

9
setup

Customizing your game 3. 6KXIÁHDOOWKHBonus Cards and place them


DVDIDFHGRZQGHFNRQWRWKHLQGLFDWHGVSDFH
on the game board 2 .
Yedo Deluxe Master Set allows you to customize your 4. Find the Neutral and Resources Event Card sets,
gaming experience by choosing the game length, mixing VKXIÁHWKHPWRJHWKHUDQGSODFHDVDIDFHGRZQGHFN
different card sets (for Missions, Actions, and Events), onto the indicated space on the game board 3 .
and by using different modules (detailed at the end of Return all other Event Cards to the game box as
WKHVH UXOHV  )RU \RXU ÀUVW JDPH KRZHYHU ZH UHFRP- you will not be using them during this game.
mend the following setup procedure. 5. Find the Basic, Neutral, Money Maker, and Kill
the Shogun Mission Card sets. Return all other
1. Put the game board in the middle of the table. Mission Card sets to the game box as you will not
2. 6KXIÁHWKHNeutral and Resources Action Card sets be using them during this game. Next, perform
WRJHWKHUDQGSODFHWKHPDVDIDFHGRZQGHFNRQWR the following steps:
the indicated space on the game board 1 . Return a. Count out a number of Basic Mission Cards
all other Action Cards to the game box as you will equal to 4 Missions per player. Return the rest
not be using them during this game. of the Basic Mission Cards to the game box.

10
b. Draw exactly 1 card from the Kill the Shogun 11. Place the grey Round markerRQVSDFH´µRI
set, returning the other Kill the Shogun Mission WKH5RXQG7UDFN 11 .
Cards to the game box. If you are not using any 12. Place the “No Patrol” marker next to space 6 of
other Modules, do not use the Kill the Shogun WKH5RXQG7UDFN7KLVLVWKHUHFRPPHQGHGOHQJWK
Mission Cards in the shortest game (6 rounds). RI \RXUÀUVWJDPHRI <HGR 7KHPDUNHUVHUYHVDV
c. /RRNLQJDWWKHEDFNVRI WKHFDUGVVHSDUDWHWKHP a reminder that, during the last round of the game,
LQWRGHFNVE\WKHLUFRORUV the Watch Patrol is removed from the board.)
d. 6KXIÁHHDFKRI WKHFRORUVRI 0LVVLRQ&DUGV 13. 7DNHWKHWatch Patrol tokenDQGÁLSLW OLNHDFRLQ 
VHSDUDWHO\DQGSODFHWKHUHVSHFWLYHGHFNVIDFHGRZQ to determine the starting color of the Watch Patrol.
onto the indicated spaces on the game board 4 . 7DNHWKHWatch Patrol marker of that color and
place it on the Watch Patrol icon on the board 12 .
,QDJDPHODVWLQJURXQGVLWFDQEHYHU\GLIÀFXOW
Its actual starting location will be determined later,
WR FRPSOHWH %ODFN 0LVVLRQV )RU \RXU ÀUVW JDPH
we recommend removing the Black Mission deck after choosing your starting Favor of the Shogun
completely. However, if you are using the Spe- Cards. The Watch Patrol of the unused color is
cialists and Teahouse modules, leave the Black placed next to the game board.
Missions available. 14. Depending on the number of players, reduce
the number of Assignment spaces in the Districts
6. Put all Weapons into the cloth bag and place by covering them with Location Inaccessible
the bag next to the indicated space 5 . Draw tokens. Cover any space with an indicated player
2 Weapons from the bag and place them face count greater than the current number of players,
up onto both 6 Mon spaces on the right side of as indicated below.
WKH0DUNHW 6 . a. ,QDSOD\HUJDPHSXW3ODFHKROGHUWRNHQVRQWR
7. Place 1 Blessing token per player onto the indicated each of the followingg 10 spaces:
p
spaces in the Temple District 7 . Return any leftover
%OHVVLQJWRNHQVWRWKHJDPHER[
8. Place all Mon tokens as a supply next to the game
ERDUG7KLVVXSSO\LVUHIHUUHGWRDVWKH´EDQNµ
Then place 3 Mon onto the Church in the Harbor
District 8 .
9. Sort the AnnexesE\W\SHIRUPLQJVWDFNV
'HSHQGLQJRQWKHQXPEHURI SOD\HUVHDFKVWDFN b. ,QDSOD\HUJDPHSXW3ODFHKROGHUWRNHQVRQWR
should contain a certain number of Annexes: each of the followingg 6 spaces:
p
a. 2 players: 2 Annexes per type
b. 3 players: 2 Annexes per type
c. 4 players: 3 Annexes per type
d. 5 players: all 4 Annexes per type
3ODFHWKH$QQH[VWDFNVIDFHXSRQWRWKHLUUHVSHFWLYH
spaces on the game board 9 . Return any leftover
Annexes to the game box.
10. Depending on the number of players, put a certain c. ,QDSOD\HUJDPHSXWD3ODFHKROGHUWRNHQRQO\
number of Geisha tokens onto the indicated onto the following space:
spaces on the game board 10 . Organize them so
that Geishas with the same values of Prestige Points
( ) are next to each other:
a. 2 players: 1 × 1 Geisha, 1 × 2 Geisha,
1 × 3 Geisha d. ,QDSOD\HUJDPHQR3ODFHKROGHUWRNHQVDUH
b. 3 players: 2 × 1 Geishas, 2 × 2 Geishas, used to cover spaces.
1 × 3 Geisha 15. Unless you are playing with the Specialists module,
c. 4 players: 2 × 1 Geishas, 2 × 2 Geishas, place the Non-Specialists Board Overlay so that
2 × 3 Geishas it covers the Recruit Action Space in the Gates
d. 5 players: all 7 Geishas District 13 .
5HWXUQDQ\OHIWRYHU*HLVKDWRNHQVWRWKHJDPHER[

11
16. (DFKSOD\HUSLFNVDClan boardDQGWDNHV WKH)DYRURI WKH6KRJXQ&DUGVKRXOGEHÁLSSHG
4 Disciples and the 3 Player Order, Bidding, WRWKH%ODFNPDLO&DUGVLGH
DQG6FRUHPDUNHUVRI WKHFRUUHVSRQGLQJFRORU
Specialists are used only when playing with
the Specialists module, so for this game, return them
to the game box. The starting player (in other words, the last
17. Each player places 2 of their Disciples onto player to select their Favor of the Shogun
their Clan House space and the remaining 2 on Card) should check the location printed on
WKH´5HVHUYHµVSDFHRQWKHJDPHERDUG
S J WKH FDUG EHIRUH ÁLSSLQJ LW 7KLV LQGLFDWHV
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
18. The player who most recently visited Japan becomes this game.
the starting player. Alternatively, determine the starting
player using a method of your own choosing.
19. The starting player places their Player Order FaVor of the Shogun Cards
markerRQWRWKH´µVSRWRI WKH3OD\HU2UGHU
7UDFNDQGWKHLUBidding markerRQWRWKH´µVSRW Draw the top 3 cards from the Action
RI WKH%LGGLQJ7UDFN,QFORFNZLVHRUGHUDOORWKHU &DUGGHFN&KRRVHFDUGWRNHHSDQG
players should do the same by placing their discard the remaining 2 cards to the bot-
HQH[W
UHVSHFWLYHPDUNHUVRQWRWKHQH[W WRPRI WKH$FWLRQ&DUGGHFN$OVRWDNH
available numbered spots on n DQDGGLWLRQDO0RQIURPWKHEDQN
ERWKWUDFNV$WWKHVWDUWRI If chosen by the starting player:
the game, the player order the Watch Patrol starts at the Harbor.
RQ
LVVHWLQDFORFNZLVHGLUHFWLRQ
Later in the game the playerr Draw the top 3 cards from the Bonus
RUGHULVOLNHO\WRFKDQJH &DUGGHFN&KRRVHFDUGWRNHHSDQG
20. 6WDFNDOOScoring markers discard the remaining 2 cards to the bot-
on the red space of WRPRI WKH%RQXV&DUGGHFN$OVRWDNH
WKH6FRUH7UDFN HDFKSOD\HU DQDGGLWLRQDO0RQIURPWKHEDQN
begins the game with
1 Prestige Point). If chosen by the starting player:
21. Finally, in player order, each player receives starting the Watch Patrol starts at the Castle.
money and assets as follows:
a. Mission Cards: Each player draws 3 Green Draw 3 Weapons from the cloth bag.
Missions and 1 Red Mission. &KRRVH:HDSRQWRNHHSDQGGLVFDUG
b. Money: Each player receives 12 Mon from the remaining 2 to the top of the Weap-
WKHEDQN RQGLVFDUGVWDFN$OVRWDNHDQDGGLWLRQDO
c. Action Card: Each player draws the top card 0RQIURPWKHEDQN
RI WKH$FWLRQ&DUGGHFN
If chosen by the starting player:
d. Favor of the Shogun Card:7DNHWKH)DYRU
the Watch Patrol starts at the Inn.
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
7DNHDQDGGLWLRQDO0RQIURPWKHEDQN
ODVWRQWKH3OD\HU2UGHU7UDFNDQGSURFHHGLQJ
FRXQWHUFORFNZLVHHDFKSOD\HUWDNHVRQHRI If chosen by the starting player:
the cards and immediately receives the assets the Watch Patrol starts at the Castle.
depicted on the card. After receiving the bonus,

12
7DNHD%OHVVLQJWRNHQIURPWKH7HPSOH AdVanced Setup Summary
District and place it onto the appropri- [ SKIP THIS PART FOR YOUR FIRST GAME ]
ate space on your Clan board.
If chosen by the starting player: If you are using any modules, follow their respective setup
the Watch Patrol starts at the Gate. LQVWUXFWLRQV,I VRPHWKLQJLVQRWVSHFLÀFDOO\PHQWLRQHG
in the module setup or if you just want to explore Yedo
on your own, use the Disciple module setup, introducing
The Blackmail Card the following changes:
7KH %ODFNPDLO &DUG LV D VSHFLDO W\SH RI  $FWLRQ &DUG
2. Choose 3 different Action Card sets which
6LQFH HDFK SOD\HU KDV D %ODFNPDLO &DUG LW VKRXOG EH
DUHVKXIÁHGWRJHWKHU
NHSWIDFHXS,WDOVRGRHVQRWFRXQWWRZDUGVWKH$FWLRQ
4. Choose 2 different Event Card sets which
Card limit and cannot be countered by other Action
DUHVKXIÁHGWRJHWKHU,I \RXDUHSOD\LQJZLWK
Cards. At the end of the game, any player who still owns
WKH&ORVHG'LVWULFWV(YHQW&DUGVHWDOVRWDNH
WKHLU%ODFNPDLO&DUG EHFDXVHWKH\QHYHUXVHGLWGXULQJ
WKH´'LVWULFW,QDFFHVVLEOHµPDUNHU
the game) will score an additional 2 Prestige Points.
5. In addition to the Basic and Kill the Shogun
Mission Card sets, choose 2 different Mission Card
Disciples sets which are organized as normal.
Each player begins the game with 2 Disciples, though
there are ways for the players to gain more Disciples as
the game progresses.
If playing with the Jesuits Bidding module, do not
VKXIÁHWKH-HVXLWV%LGGLQJ0LVVLRQVZLWKWKHRWKHUV

Unless explicitly allowed by a card effect, no


12. 3ODFHWKH´1R3DWUROµPDUNHU
player can lose either of their last 2 Disciples.
This protection applies to Disciple arrests as well
a. … next to round 6 for a standard 6-round game
as other cases in which a player loses a Disciple. b. … next to round 8 for a slightly longer 8-round
If an effect would cause a player to lose a Disciple, game
but that player already has 2 or fewer Disciples, c. … next to round 11 if you are sentimental and
any “lost” Disciple is returned to their Clan want to play the original, long, 11-round game
House instead.

We discourage the addition of any modules,


except the Jesuits Bidding module, when playing
the 11-round game.

We prepare each copy of the JDPH ZLWK JUHDW FDUH 5HJUHWWDEO\ PLVWDNHV FDQ VWLOO KDSSHQ 7KHUHIRUH GXULQJ
VHWXSSOHDVHPDNHVXUHWKDW\RXDUHQRWPLVVLQJDQ\FDUGV 7KLVZLOOHQVXUHWKDW\RXUH[SHULHQFHLVQRWVSRLOHG
by a PLVVLQJFRPSRQHQW5HPHPEHUWRRQO\FKHFNthe EDFNRI the cards! If you notice any damaged or missing
components, contact us via the customer support form found at https://boardanddice.com/customer-support/.

13
playing the game

Other cards specify that they must be played during


A game of Yedo is played over 6, 8, or 11 rounds, de-
DFHUWDLQ3KDVHRUDWDVSHFLÀFPRPHQW
pending on the length chosen by the players.
No Auction New Orders

Each round comprises the following 7 Phases which are


always executed in the same order:

A04

A25
1. Preparation — Preparation for the round.
Bidding Phase Event Phase
2. Bidding — Players bid for assets. Bidding Phase Event Phase
3OD\WKLVFDUGEHIRUHWKHÀUVWELGGLQJFDWHJRU\
is chosen. There are no auctions this turn. Instead, Play this card immediately after

3. Event — An Event which affects all players


all players (in player order) may use any bidding category
g an Event Card is drawn to cancel

KL
to make purchases at face value. Multiple players

G E I Solo and cooperative


K Àgame: ELGGL
are allowed to purchase from the same category. lay this card immediately afte
its effect and draw a new Event Card
or to receive 1 .

is revealed.
Ignore prices on the Emperor Card (and the Daimyo’s Solo and cooperative game:
Interference token). All players (in player order) may use any Ignore the Event printed on the current
bidding category to make purchases at face value. Multiple
Emperor Card. Receive 1 .
players are allowed to purchase from the same category.

4. Assign Disciples — Players place their Disciples


onto the game board and their personal Annexes. 6RPHFDUGVDOVRLQGLFDWHVSHFLÀFUHTXLUHPHQWVWKDWQHHG
5. Watch Patrol — The Watch Patrol moves and to be met. Unless otherwise stated, you do not have to
arrests Disciples in the District in which it stops. surrender or spend the stated requirements. You only
6. Trade — Players controlling Disciples in the Tavern need to meet those requirements at the time when
'LVWULFWRUWKH0DUNHW'LVWULFWPD\WUDGHDVVHWVZLWK the card is played.
other players within that same District.
7. Actions — Players activate their Disciples to gain
assets, Prestige Points, or to complete Missions.
If a Walls Have Ears card is played in response
$ W\SLFDO JDPH HQGV DIWHU D À[HG QXPEHU RI  URXQGV to another Walls Have Ears card, the two cards
However, the game may end sooner, at the end of any cancel each other out. In other words, the effect of
WKHRULJLQDOFDUGZKLFKWKHÀUVW:DOOV+DYH(DUV
round in which a player completes the Kill the Shogun
card was intended to negate, is still resolved.
0LVVLRQ ZKLFK PD\ EH IRXQG DPRQJ WKH %ODFN 0LVVLRQ
Cards. At the end of the game, players will score addition-
DO3UHVWLJH3RLQWVIURPWKHLU%RQXV&DUGVXQXVHG%ODFN-
mail Cards, and left-over Mon. These end-game Prestige Phase 1: Preparation
Points are added to those gained throughout the game.
The player with the most Prestige Points wins the game!

The Action Cards


6NLS WKLV 3KDVH GXULQJ WKH ÀUVW URXQG VLQFH DOO
preparations for this round are already made
Players can play Action Cards throughout the game to during the setup.
alter certain aspects of game play. After an Action Card
has been played (or discarded) it is placed face down at
During the Preparation Phase you always do the follow-
WKH ERWWRP RI  WKH $FWLRQ &DUG GHFN ,I  WZR RU PRUH
ing, in order:
players wish to play an Action Card
at the exact same moment (and they Friendly Neighbors

1. $GYDQFHWKH5RXQGPDUNHURQWKH5RXQG7UDFN
FDQQRWZRUNLWRXWLQDQ\RWKHUZD\ 
A02

one space forward to indicate the number of


the cards will be resolved in the cur-
the new round.
rent Player Order. Any Phase
Any Phase
2. $OOSOD\HUVUHWXUQWKHLU%LGGLQJPDUNHUV
Everybody helped with the rice harvest!
WRWKH%LGGLQJ7UDFNIURPDQ\%LGGLQJVSDFHVRU
Some cards can be played at any time.
Receive 5 . All other players
receive 2 .

the Egress space (see Phase 2: Bidding). The Bidding

14
PDUNHUVVKRXOGEHSODFHGLQWKHVDPHRUGHU The Bidding Order is based on the order of the Bidding
as the current Player Order. PDUNHUVRQWKH%LGGLQJ7UDFNVLPLODUWRKRZ3OD\HU2U-
der 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
3.
3. receive the associated reward. See below for a detailed
4. Add Mon from description of the rewards.
WKHEDQNWRWKH&KXUFK
in the Harbor District: The Bidding Phase for 2-and-3 player games
a. If the Church is empty, differs slightly from that for 4-and-5 player games.
First, read the description of the Bidding Phase
add 3 Mon to it.
as it applies to 4 and 5 players. The differences for
b. If there is still Mon left 2 and 3 players are mentioned afterwards.
on the Church, add only
1 Mon to it.
4. Every player who owns a Dojo
Annex receives 1 Mon from
WKHEDQN
%HIRUHFRQGXFWLQJWKHÀUVWDXFWLRQHDFK%LGGLQJ
Phase, each player, in Player Order, has the option
If you are playing with the Teahouse module, add one
to drop out instead of taking part in any auctions
more step: this Phase (for example, be-
 'LVFDUGDQ\IDFHXS&KDUDFWHU&DUGVDQGUHÀOO FDXVH RI LQVXIÀFLHQW IXQGV RU
WKH7HDKRXVH5HVKXIÁHWKHGLVFDUGLI QHFFHVVDU\ simply because they do not
wish to participate). Any player
who decides to drop out should
If you are playing with the Specialists module, add one move their Bidding marker
more step: from the Bidding Track to
 'UDZDQHZ6SHFLDOLVWWRNHQIURPWKHFORWKEDJ the Egress space and then take
and place it onto the Disciples Reserve. 3 Mon from the bank.

The Bidding Phase with


4 or 5 players
During the Preparation Phase for
7KH SOD\HU ZKR LV FXUUHQWO\ ÀUVW LQ %LGGLQJ 2UGHU LV
WKH ÀQDO URXQG UHPRYH WKH :DWFK
Patrol marker entirely from the game.
the Auctioneer and starts an auction by announcing
ZKLFKW\SHRI DVVHWWKH\ZRXOGOLNHWRSXWXSIRUDXFWLRQ
for example, Weapons. The starting bid is indicated next
to the Bidding space of that asset type: 5 Mon for Annex-
Phase 2 : Bidding
es and Geishas, 3 Mon for all other types. The Auctioneer
may not increase this starting bid.
During the Bidding Phase, players can participate in a num-
ber of auctions to acquire one extra asset each. Each round, The next player in the Bidding Order must either place
the same types of assets are put up for auction: a higher bid or pass. If they decide to place a higher bid,
WKH\ PD\ SODFH DQ\ KLJKHU ELG WKH\ OLNH SURYLGHG WKH\
Action Cards KDYHVXIÀFLHQW0RQWRSD\WKHDPRXQW7KLVFRQWLQXHV
Bonus Cards down the Bidding Order until each player still on the Bid-
Weapons GLQJ7UDFNKDVKDGRQHFKDQFHWRELGRUSDVV
Annexes
Geishas 7KH$XFWLRQHHUWKHQJHWVRQHÀQDORSSRUWXQLW\WRHLWKHU
Disciples bid higher or pass.
Mission Cards

15
The highest bidder is the winner of the auction and must Additional rules
now do the following: and clarifications

1. 3D\WKHLUELGWRWKHEDQN  0RQLVQRWNHSWKLGGHQ7KHDPRXQWRI 0RQHDFK


2. 0RYHWKHLU%LGGLQJPDUNHUIURPWKH%LGGLQJ7UDFN player has must be clearly visible to the other players.
to the associated Bidding space.  1RSOD\HUPD\NQRZLQJO\SODFHDELGLQH[FHVVRI
3. Collect the reward (see page 17). what they are able to pay. If the auction winner
cannot afford to pay the full bid amount they must
$WWKLVSRLQWLI DQ\SOD\HUVWLOOKDVDPDUNHURQWKH%LGGLQJ pay as much as they are able. They must still move
7UDFNWKH%LGGLQJ3KDVHVWDUWVRYHUIROORZLQJWKHVDPH WKHLU%LGGLQJPDUNHUEXWZLOOQRWUHFHLYHDQ\UHZDUG
SURFHGXUH DV DERYH NHHSLQJ WKUHH LPSRUWDQW UXOHV If all other players pass, the Auctioneer automatically
in mind: wins the auction and pays the minimum bid amount.
At the start of each Bidding Phase, the current
If the previous Auctioneer did not win the auction, Auctioneer may choose to not bid in the current and
they will remain the Auctioneer (since they are still any subsequent Bidding Phases (by moving their
ÀUVWLQWKH%LGGLQJ2UGHU  %LGGLQJPDUNHUWRWKH(JUHVVVSDFH ,QWKLVFDVH
The Auctioneer may not choose a previously however, they do not receive any Mon.
auctioned and won asset type (indicated by A player may win an auction even if they cannot
WKHSUHVHQFHRI D%LGGLQJPDUNHURQWKH%LGGLQJ PDNHXVHRI WKHUHZDUGWKHUHRI  EHFDXVHWKHVXSSO\
space). That type is closed for the rest of the round. is exhausted, for example, or because they have
Any player who previously won an auction already reached the limit of a particular asset type).
may not participate again (indicated by the fact ,QVXFKDFDVHWKH\PXVWVWLOOSD\WKHLUELGWRWKHEDQN
WKDWWKHLU%LGGLQJPDUNHULVQRORQJHUSUHVHQW
RQWKH%LGGLQJ7UDFN  Example
It is the Blue player’s turn as the Auctioneer. Blue cannot
choose the Bonus Card asset type as it is already closed (because
Changes to the Bidding Phase
the Yellow player won it during a previous auction this round).
with 2 or 3 players
Blue decides to put up the Weapons asset type for auction. The
All of the normal Bidding Phase rules apply, except minimum bid is 3 Mon. Now Green must decide whether to place
as follows: a higher bid, raising the amount to at least 4 Mon, or to pass.
Green decides to bid 6 Mon. Since all other players have already
The Auctioneer must choose an asset category, GURSSHGRXWRUZRQDSUHYLRXVDXFWLRQ%OXHQRZJHWVWKHÀQDO
QRWWKHVSHFLÀFDVVHWW\SH7KHUHDUHWKUHH opportunity to place a higher bid or to pass, giving the auction
asset categories: to Green. Blue decides to win the auction by bidding 7 Mon,
• White — comprising the Action Cards, paying the amount to the bank and moves their Bidding marker
Bonus Cards, and Weapons asset types. to the Weapons Bidding space, receiving the associated reward.
• %ODFN³FRPSULVLQJWKH$QQH[HVDQG Since Green still has their Bidding marker on the Bidding
Geishas asset types. Track, the Bidding Phase starts over. Green becomes the new
• Red — comprising the Disciples and Auctioneer and can choose any of the still available asset types,
Mission Cards asset types. automatically winning it with the minimum bid.

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.
)RUH[DPSOHLI WKH%ODFNFDWHJRU\ZDVSXWXSIRU
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.

16
Auction Rewards
Phase 3: E Vent
White
• Action Cards: Draw the top 3 cards from
WKH$FWLRQ&DUGGHFN&KRRVHFDUGWRNHHSDQG During the Event Phase you always do the following,
discard the remaining 2 cards to the bottom of in order:
WKH$FWLRQ&DUGGHFN
• Bonus Cards: Draw the top 3 cards from 1. Adjust the Market
WKH%RQXV&DUGGHFN&KRRVHFDUGWRNHHSDQG If any Weapons remain on the 3 rightmost spaces of
discard the remaining 2 cards to the bottom of WKH0DUNHW 0RQVSDFH0RQVSDFHDQG0RQ
WKH%RQXV&DUGGHFN space), discard them. Slide any remaining Weapons
• Weapons: Draw 3 Weapons from the cloth from the two leftmost 8 Mon spaces all the way to
EDJ &KRRVH  :HDSRQ WR NHHS DQG GLVFDUG the right, onto the 6 Mon spaces. Then draw 3 Weap-
the remaining 2 to the top of the Weapon ons from the cloth bag and place them from left to
GLVFDUGVWDFN right, in the order drawn, onto the 3 leftmost spaces
RI WKH0DUNHW
WKH 0DUNHW
Black
• Annexes: 7DNH RQH $QQH[ RI  \RXU FKRLFH
(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: 7DNH WKH *HLVKD ZLWK WKH KLJKHVW
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: 7DNH RQH RI  \RXU 'LVFLSOHV IURP
the Reserve space and place it onto the Clan At any point, if the cloth bag is empty, return
House space on your Clan board. all discarded Weapons to the bag.
If you are playing with the Specialists module,
2. Reveal an Event Card
WDNHWKHWKH6SHFLDOLVWÀJXUHRI \RXUFRORUFRU-
'UDZ WKH WRS FDUG RI  WKH (YHQW &DUG GHFN DQG UHDG
UHVSRQGLQJWRDQLPDJHRQWKH6SHFLDOLVW7RNHQ
the text out loud. Place the Event Card face up onto
( If you exceed the limit of 4 Disciples, immedi- WKH ´&XUUHQW (YHQWµ SLOH FRYHULQJ DQ\ (YHQW IURP
ately discard any excess Disciples of your choice.) WKH SUHYLRXV URXQG 7KH QHZ (YHQW WDNHV HIIHFW LP-
• Mission Cards: Draw the top 3 cards from one mediately. In some cases, the effect must be carried
0LVVLRQ&DUGGHFNRI \RXUFKRLFH&KRRVHFDUG out immediately. In other cases, the effect remains for
WR NHHS DQG GLVFDUG WKH UHPDLQLQJ  FDUGV WR a whole round or longer. Follow the instructions on
WKHERWWRPRI WKDW0LVVLRQ&DUGGHFN the card.
If there are fewer than 3 Mission Cards
remaining in the deck of your choice, you If you are playing with the Closed Districts Event
will simply have fewer cards to choose from. Card set and the Event would cause a District to be-
If a Mission Card deck becomes completely FRPH LQDFFHVVLEOH SODFH WKH ´'LVWULFW ,QDFFHVVLEOHµ
exhausted, you can no longer gain Mission PDUNHU RQWR WKH 'LVWULFW Remember to remove
Cards of that color. this marker during the next Event Phase.

17
when no player has any unassigned Disciples left on their
If you are playing with the Closed Locations Event Clan board.
&DUGVHWXVH3ODFHKROGHUWRNHQVWRPDUNLQDFFHVVLEOH
locations. Remember to remove such Placeholder When it is your turn to place a Disciple, you must assign
tokens during the next Event Phase. one of your Disciples to either:

If you are playing with the Teahouse module, add any free action space OR one of the Annexes
one more step: in an accessible you have previously
Refresh Characters at the Teahouse District added to your
Discard all Character Cards from the Teahouse, Clan board.
placing them face up into a discard pile next to
WKH&KDUDFWHU&DUGGHFN'UDZDQGOD\RXWDQHZVHW
of Character Cards equal to the number of players
SOXV PLQLPXPRI  UHVKXIÁLQJWKH&KDUDFWHU
&DUGGLVFDUGSLOHLI WKHGHFNUXQVRXW
While playing with the Hard Interaction Mission
If you are playing with the Specialists module, add Card set, it is possible for you to assign a Disciple
one more step: to an opponent’s Annex.

Manage Specialists
If any Specialists remain in the Gates District, Additional rules and
move each of them one step to the right. If this clarifications
would cause a Specialist to exit the second space,
No player may assign more than one Disciple
remove it from the game.
at once.
Each action space and Annex can only accommodate
7KHQPRYHWKH6SHFLDOLVWWRNHQIURPWKH'LVFLSOHV
a single Disciple. If all action spaces within a District
Reserve to the leftmost space in the Gates District.
are occupied (either by Disciples or by Placeholder
This Specialist is now available when performing
WRNHQV QRPRUH'LVFLSOHVFDQEHDVVLJQHGWRWKDW
a Recruit action in the Gates District.
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!
 ,IGXHWRDQ(YHQWWKH´'LVWULFW,QDFFHVVLEOHµ
PDUNHUKDVEHHQSODFHGRQD'LVWULFWDOODFWLRQ
spaces within that District are considered unavailable.
You cannot assign any Disciple to any of its action
Phase 4: assign Disciples VSDFHV XQOHVV\RXSOD\WKH´+HDUWRI WKH'UDJRQµ
Action Card).
During the Assign Disciples Phase, players place their
Disciples onto Annexes or available action spaces on
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 Disci-


ples have been placed, each player places one of their
remaining Disciples. The Assign Disciples Phase ends

18
Phase 5: Watch Patrol The one-card limit applies only to “Watch
Patrol Phase” Action Cards. Other possible
Action Cards (such as “Feint” or “Walls Have
'XULQJWKH:DWFK3DWURO3KDVHWKH:DWFK3DWUROPDUNHU Ears”) can still be played as usual.
moves to another District. All Disciples within that Dis-
trict are arrested! 3OD\HG%ODFNPDLO&DUGVDUHUHWXUQHGWRWKHJDPHER[
D. Disciple Arrest
During this Phase you always do the following, in order:
All Disciples present in the Watch Patrol’s District,
unless they have been saved by means of an Action
A. Move the Watch Patrol marker to the next District
Card, are immediately arrested. Return them to
The Watch Patrol advances to the next space
the Reserve on the game board.
along its circuit. The direction is determined by
its color and the direction of the arrows: the gold
:DWFK3DWUROPDUNHUDOZD\VPRYHVFORFNZLVHZKLOH
WKH VLOYHU :DWFK 3DWURO PDUNHU DOZD\V PRYHV
FRXQWHUFORFNZLVH Unless explicitly allowed by a card effect, no
player can lose either of their last 2 Disciples. This
There can only be one Watch Patrol marker on protection applies to Disciple arrests as well as
the game board at a time. While the effect of other cases in which a player loses a Disciple. If
the Watch Patrol is always the same, the color an effect would cause a player to lose a Disciple,
of the marker just indicates the direction of its but that player already has 2 or fewer Disciples,
movement. The color of the Watch any “lost” Disciple is returned to their Clan
Patrol marker can change as House instead.
the result of certain Events, by
playing certain Action Cards, or
by completing certain Missions. Example
The gold Watch Patrol marker ends its movement in the Red
B. 3OD\$FWLRQ&DUGVWRLQÁXHQFHWKH:DWFK g District. The ggreen and yyellow Disciples
Light p are arrested.
Patrol’s movement
In Player Order, each player has the option of
SOD\LQJ RQH $FWLRQ &DUG WR LQÁXHQFH WKH PRYH-
ment of the Watch Patrol. (For example, the Ac-
WLRQ&DUG´'RXEOH7LPHµPDNHVWKH:DWFK3DWURO
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.
During the last round of the game, skip the Watch
After any cards have been played, the Watch Patrol Phase since the Watch Patrol has been re-
3DWUROZLOOKDYHUHDFKHGLWVÀQDOGHVWLQDWLRQ'LV- moved from the board.
WULFW $OO 'LVFLSOHV LQ WKDW 'LVWULFW UXQ WKH ULVN RI
being arrested!
C. Play Action Cards to save Disciples from being
arrested
Again, in Player Order, each player has the option
RI SOD\LQJRQH$FWLRQ&DUG RUXVHWKHLU%ODFNPDLO
Card) to save one or more of their Disciples from
being arrested by the Watch Patrol.

19
Phase 6: trade Phase 7: Actions

During the Trade Phase, players controlling Disciples During the Action Phase, players will activate their Dis-
LQWKH7DYHUQ'LVWULFWRUWKH0DUNHW'LVWULFWPD\WUDGH ciples to perform certain actions. In continuous Player
assets with other players within that same District. The Order, until all assigned Disciples have been activated,
following assets may be traded: each player activates one of their previously placed Dis-
ciples. The Action Phase ends when no player has any
 8QXVHG%ODFNPDLO&DUGV Geishas
Disciples left on any action space or Annex.
Action Cards Weapons
Bonus Cards Mon
When activating a Disciple that was placed on an action
Uncompleted Mission Cards space on the main game board, you will use that Disciple
to, either:
Annexes, Blessing tokens, Disciples, and complet-
ed Mission Cards may not be traded! A) Complete one of OR B) Perform one of
your Missions related the actions associated
This icon serves as a reminder that you can trade assets to that District with that District.
within those two Districts:
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.
If the deal includes any cards (Action, Bonus, or
XQFRPSOHWHG0LVVLRQ&DUGV WKHVHDUHNHSWIDFH
down at all times. In other words, a player only gets Additional rules and
to see the Cards they acquired after the deal has clarifications
been concluded. You are not allowed to give any
No player may activate more than one Disciple
VSHFLÀFVDERXWWKHFDUGV\RXZDQWWRWUDGH QDPHV
at once.
categories, requirements, rewards, etc.). However, you
On your turn, you must activate a Disciple, if you
PD\SRLQWRXWWKDW\RXWKLQNDFDUGLVDJRRGÀWIRU
have any remaining, even if you would rather not do
another player.
so. (Even if you are unable to do something useful,
You may not trade in secret. All players must be
activate the Disciple anyway and then return it to
informed of what types of assets are being traded.
your Clan board.)
During the Assign Disciples Phase, you may propose
When activating a Disciple in a District, you must
your deal to another player and suggest that they join
choose whether to complete a Mission OR perform
\RXU'LVFLSOHLQWKH0DUNHWRU7DYHUQ'LVWULFW
the Action Associated with the District. A Disciple
After all deals are concluded, the involved Disciples
which is used to complete a Mission will not be
remain in the District.
performing any action associated with that District,
Example Trade in the Tavern District and vice versa.
Blue, Green, and Red are allowed to trade among themselves.
Red proposes to Green the following deal: Red receives Green’s A Completing a Mission
Geisha and their Doku Weapon. In return,, Green ggets a Bonus Every Mission Card has Standard Requirements, which,
Card and a Nawa Weapon. Green among other things, always includes at least one District.
consents to the offer if, in addition To complete a Mission, you must:
to the Bonus Card and the Nawa
Weapon, Red is willing to give Activate a Disciple AND Meet all other
Green 6 Mon. Red agrees and that was placed within listed Standard
they close the deal by exchanging one of the Districts Requirements.
their assets accordingly. shown

20
When completing a Mission you always do the following,
in order:
1. Display the chosen Mission Card face up on the table.
2. Show that you meet all Standard Requirements.
3. Activate your Disciple.
4. Collect the Standard Reward.
5. (Optional) Show that you meet all Bonus
Requirements and then collect the Bonus Reward.
6. Place the Mission Card face down onto your
´&RPSOHWHG0LVVLRQ&DUGVµSLOHQH[WWR\RXU
For the Mission Card above this means (left-to-right, Clan board.
top-to-bottom):
For a comprehensive list of all icons used for differ-
You must have at least one Disciple in both ent Requirements and Rewards, see the Appendix at
WKH7HPSOH'LVWULFW$1'WKH0DUNHW'LVWULFW the back of the rule book.
You must own at least one Metsubushi (Weapon).
You must have at least one Geisha on your Clan
board. Geisha’s Prestige Point Values never matter
for Missions.
,I DQ\ SOD\HU FRPSOHWHV WKH PRVW GLIÀFXOW 0LV-
 <RXPXVWRZQD<DVKLNL $QQH[ 
sion — Kill the Shogun — the game will end at
the conclusion of that round, after all Disciples
To complete this Mission you must therefore activate have been activated.
either the Disciple in the Temple District or the Disciple
LQ WKH 0DUNHW 'LVWULFW WKH RWKHU 'LVFLSOH UHPDLQV RQ
the game board and may perform its own action later). B Performing the Action
Associated with the District
You will then gain the Standard Reward (shown in lighter
color below the requirements). The Mission above would (YHU\ DFWLRQ VSDFH LV ORFDWHG ZLWKLQ D VSHFLÀF 'LVWULFW
give you 3 Prestige Points, 10 Mon, and 1 Action Card. Each District has its own actions that can be performed
only when activating a Disciple within that District.
In addition to the mandatory Standard Requirements,
a Mission will also state optional Bonus Requirements. 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
DVLQJOHVSHFLÀFDFWLRQ

T HE G ATES D ISTRICT
[TAKANAWA O KIDO ]
When completing the Mission, if you also meet the Bonus
Requirements (in addition to the Standard Requirements)
1. Recruit one Disciple
you will receive the Bonus Reward shown (in addition to
the Standard Reward received). You may not choose
this action if you al-
However, the Bonus Reward can never be earned alone. ready have all 4 Dis-
You must always meet all Standard Requirements. Some- ciples (unless you are
playing with the Spe-
times, you may have to decide whether you want to com-
cialists module).
plete just the Standard Requirements or to wait until you
can meet both the Standard and Bonus Requirements. 3D\0RQWRWKHEDQNDQGWDNHRQHRI \RXU'LVFLSOHV
from the Reserve and place it onto your Clan House.

21
If you are playing with the Spe- For a comprehensive list of the Annexes, along
cialists module, when perform- with their special abilities, see the Appendix at
ing this action, after paying the back of the rule book.
0RQWRWKHEDQNUHFUXLWRQH
of the Specialists currently available in the Gates 2. Foresight — Weapons
District. If you already have a total of 4 Disciples Draw 3 Weapons from the cloth bag
DQG6SHFLDOLVWV FRPELQHG \RXPXVWÀUVWUHWXUQRQH DQG ORRN DW WKHP $UUDQJH WKHP LQ
of your Disciples or Specialists to the Reserve. any order you want and place them,
face down, next to the Weapon discard
2. Beg pile. The next time Weapons should be
drawn from the cloth bag, for any reason, they must
You may
Y m not n t choose
h this
thi ac-
ÀUVWEHGUDZQIURPWKHWRSRI WKLVVWDFN
tion if you have 0 Prestige
Points.
T HE H ARBOR D ISTRICT
[S HIBA ]
Lose 1 Prestige Point OR Lose 2 Prestige Points
1. Visit the Church
(by moving your Score to receive 5 Mon from
PDUNHURQWKH6FRUH WKHEDQN You may not choose this action if
7UDFNEDFNZDUGV WR there is no Mon left on the Church
receive 3 Mon from or if the Church has been burned as
WKHEDQN the result of an Event.

The Disciple converts to Christianity and receives


FKDULW\7DNHDOO0RQWKDWLVOHIWRQWKH&KXUFK
You cannot choose the second option unless you
have at least 2 Prestige Points. p
2. Buy Luxury Goods from European Merchants
You may not choose this
3. Foresight — Action Cards action if you have less than
/RRNDWWKHWRSFDUGVRI WKH$FWLRQ&DUG 4 Mon.
GHFN5HWXUQWKHPIDFHGRZQDQGLQDQ\ \
order you want, to the top of the Action
&DUGGHFN
Pay 4 Mon to the OR Pay 9 Mon to
EDQNWRUHFHLYH WKHEDQNWRUHFHLYH
T HE TAVERN D ISTRICT 1 Prestige Point. 3 Prestige Points.
[ J UKU ]
3. Foresight — Bonus Cards
1. Build an Annex /RRNDWWKHWRSFDUGVRI WKH%RQXV
You may not choose this action if you are unable to &DUG GHFN 5HWXUQ WKHP IDFH GRZQ
build any of the available Annexes. and in any order you want, to the top
RI WKH%RQXV&DUGGHFN
Pay 11 Mon to
WKH EDQN DQG WDNH
one Annex of your T HE R ED L IGHT
choice. The chosen D ISTRICT [YOSHIWARA ]
Annex must be one that you do not already own and
one which is still available on the game board. Place it 1. Recruit Geisha
onto the appropriate space on your Clan board. You may not choose this action if you already have
3 Geishas or if no Geishas remains near the Geisha
Afterwards, gain 2 Prestige Points. Bidding space.

22
First you must T HE T EMPLE D ISTRICT
choose whether [I KEGAMI H OMMONJI ]
to pay 8 Mon
WR WKH EDQN 25 1. Receive a Blessing
ORVH  3UHVWLJH 3RLQWV 7KHQ WDNH WKH *HLVKD ZLWK
You may not choose this action if you
the lowest remaining Prestige Point value and place it
already have a Blessing token.
onto the appropriate space on your Clan board.
7DNHD%OHVVLQJWRNHQIURPWKH7HPSOH
Afterwards, gain the number of Prestige Points District and place it onto the appropriate
GHSLFWHGRQWKHWRNHQ\RXMXVWWRRN space on your Clan board.

2. Foresight — Mission Cards


OR Event Cards

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.
 /RRNDW OR  /RRNDWWKHWRS
the top 3 cards of 3 cards of the Event
2. Buy Action Card one Mission Card &DUG'HFN5HWXUQ
3D\0RQWRWKHEDQNWRGUDZ GHFN5HWXUQWKHP them, face down and
the top card from the Action face down and in without changing their
&DUGGHFNNHHSLQJLQPLQG\RXU any order you want, order, to the top of
Action Card limit afterwards. to the top of that WKH(YHQW&DUGGHFN
0LVVLRQ&DUGGHFN
T HE M ARKET D ISTRICT
[K YOBASHI ] T HE C ASTLE D ISTRICT
[E DO -J O ]
1. Buyy Weapon
p at the Market
Depending on which action space your Disciple
ZDVDVVLJQHGWRLWFDQSHUIRUPRQHVSHFLÀFDFWLRQ

1. Audience with the Shogun


Your Disciple visits the Shogun.
&KRRVHRQHRI WKH:HDSRQVDYDLODEOHDWWKH0DUNHW Receive 1 Prestige Point.
3D\WRWKHEDQNWKHDPRXQWRI 0RQVKRZQEHQHDWK
LWV VSDFH 7DNH WKH :HDSRQ DQG DGG LW WR RQH RI 2. Audience with the Bakufu
the spaces at the top of your Clan board. If you Your Disciple receives new
already own 4 Weapons, replace an existing Weapon orders. Draw the top card
with the one you just purchased. IURPRQH0LVVLRQ&DUGGHFNRI
your choice.
If you own the Kobudo-Ryu Annex, the Weapon
will cost you 3 Mon less.
3. Relax at the Bower
2. Sell Bonus Card or Action Card This action will impact
Discard 1 Bonus Card the Player Order. The
or 1 Action Card, face ÀUVW SOD\HU WR SHUIRUP
down, to the bottom of its this action will trigger
GHFN 5HFHLYH  0RQ IURP an immediate activation
WKHEDQN of the entire Bower, regardless of the space their
Disciple occupies.

23
When performing this action you always do the fol- Example
lowing, in order: The Green player activates
their Disciple at the Bower
a. 6KLIWDOO3OD\HU2UGHUPDUNHUVVOLJKWO\WR
to change the Player Order.
WKHULJKWRII WKH3OD\HU2UGHU7UDFN
b. The player whose Disciple occupies the lowest- 1. All markers on the
numbered action space at the Bower will choose Player Order Track
WKHLUQHZSRVLWLRQRQWKH3OD\HU2UGHU7UDFN are shifted slightly to
E\PRYLQJWKHLU3OD\HU2UGHUPDUNHURQWR the right.
the corresponding space. Repeat this process for 2. Since the Red Disciple
the remaining numbered action spaces, in order. occupies the lowest-
c. $OOXQDVVLJQHG3OD\HU2UGHUPDUNHUVPXVWQRZ -numbered action space
EHUHWXUQHGWRWKH3OD\HU2UGHU7UDFNVWDUWLQJ DWWKH%RZHUWKH\ZLOOEHWKHÀUVWWRFKRRVH
ZLWKWKHWRSPRVWPDUNHU(DFKPDUNHULQRUGHU their position on the Player Order Track. The
is placed onto the lowest-numbered available Red player selects the 4th position. Next,
SRVLWLRQRQWKH3OD\HU2UGHU7UDFN it is the Green player’s turn to choose their
d. Return all Disciples at the Bower to their position on the Player Order Track. Green
respective Clan Houses. ZDQWVWREHÀUVWLQ3OD\HU2UGHUDQGVHOHFWV
the top spot on the Player Order Track.
3. Neither Blue nor Yellow had any Discples
assigned at the Bower. However, their
Player Markers will now be returned to
The new Player Order takes effect immediately! WKH3OD\HU2UGHU7UDFNÀOOLQJWKHUHPDLQ-
The Action Phase will proceed with the player ing spaces from top to bottom.
whose Player Order marker is positioned immedi- 4. Both Disciples at the Bower are returned
ately after the current player’s marker on the Play- to their respective Clan Houses.
er Order Track.
5. The Blue Disciple remains since it was
assigned to the Audience with the Bakufu
action space and not one of the action
spaces at the Bower.
6. Since this action was performed by
The Bower effect is not triggered if you activate the Green player, it is now the Blue player’s
your Disciple here but choose to complete turn, since their Player Order marker is
a Mission instead. Likewise, if the Bower effect next on the Player Order Track.
is triggered, causing your Disciple to activate at
the Bower, you may not choose to complete a Mis- C Using the Special Abilit y of
sion instead. an Annex

To use the special ability of an Annex, you must


Since the activation of any Disciple at the Bower have built that particular Annex previously. The
results in the activation of all Disciples at the Bow- Annex spaces on your Clan board only indicate
er — if you assign your Disciple to the Bower with where each type of Annex should be placed.
the intent of completing a Mission, another player
PD\DFWLYDWHWKHLU'LVFLSOHÀUVWWKHUHE\WULJJHULQJ Each Annex effectively acts as its own action space.
the Bower effect, resulting in your Disciple being
When you activate a Disciple there, you can use the spe-
removed from the Bower. If you intend to trigger
a Mission at the Castle District, you are probably cial ability associated with that Annex.
safer off assigning your Disciple to the Shogun or For a comprehensive list of the Annexes, along with
the Bakufu space, since those are not triggered their special abilities, see the Appendix at the back
when the Bower is activated.
of the rule book.

24
End of the Game

The game ends at the conclusion of the last (6th, 8th,


It is possible for a player to own more than one
or 11th) round, after all Disciples have been activated. Blackmail Card (because they received one in
trade). In such a case they will score 2 Prestige
Points for each Blackmail Card they own.

,I DQ\ SOD\HU FRPSOHWHV WKH PRVW GLIÀFXOW 0LV- If you are playing with the Teahouse module,
sion — Kill the Shogun — the game will end at each Character provides a number of Prestige
the conclusion of that round, after all Disciples Points as indicated on the card. If you are playing
have been activated. using the Clan Powers Module, the owner of The
Generous Clan Power scores 2 Prestige Points for
$IWHUWKHJDPHKDVHQGHGÀQDOVFRULQJWDNHVSODFH each of their Annexes.

Every player scores Prestige Points from each Every player scores 1 Prestige Point for every
achieved Bonus Card they have. 10 Mon they have left (rounded down).
No player may have more than 2 Bonus Cards The player with the most Prestige Points wins the game!
in total. ,QFDVHRI DWLHWKHWLHGSOD\HUZKRLVFXUUHQWO\ÀUVWLQ
Player Order wins the game!
 $Q\SOD\HUZKRVWLOORZQVWKHLU%ODFNPDLO&DUG
(because they never used it during the game) will
score an additional 2 Prestige Points.

The Teahouse Module

The Teahouse module gives you the opportunity to meet Set aside the remaining Character Cards.
the greatest personalities from Yedo. Playing it, you will
EHDEOHWRWDONWR&KDUDFWHUVLQWRDOORZLQJ\RXWRXVHWKHLU 2. Pair the Favor of the Shogun Cards with their
unique one-time special abilities each round, effectively corresponding Character Cards:
using a changing tableau of transient special abilities.
a. Bonus Favor of the Shogun
Card with the Shogun
setup Character Card.

Before Step 21 of the Setup (players receive starting


money and assets):
1. Locate the following Character Cards: b. Action Favor of the Shogun
a. Shogun Card with the Geisha
b. *HLVKD1DWVXNR Natsuko Character Card
c. Beggar
d. Eminent Advisor to the Shogun
e. 6KRSNHHSHU

25
c. Blessing Favor of the Shogun
This rule does not apply to the solo or cooper-
Card with the Beggar
ative game modes. (See the Shogun Must Die
Character Card module on page 32.)

b. If any player recruited a new Character during


WKHSUHYLRXVURXQGWKH\VKRXOGQRZÁLS
d. Weapon Favor of the Shogun the Character Card face up, to its active side, to
Card with the Eminent PDUNWKDWWKLVLVWKHLU&KDUDFWHUIRUWKLVURXQG
Advisor to the Shogun 2. During the Event Phase (see Phase 3: Event on
Character Card page 17), add the following step after revealing and
resolving the Event for the round:
Refresh Characters at the Teahouse
Discard all Character Cards from the Teahouse,
e. Mon Favor of the Shogun placing them face up into a discard pile next to
Card with the Shopkeeper WKH&KDUDFWHU&DUGGHFN'UDZDQGOD\RXWDQHZVHW
Character Card of Character Cards equal to the number of players
SOXV  PLQLPXP RI    UHVKXIÁLQJ WKH &KDUDFWHU
&DUGGLVFDUGSLOHLI WKHGHFNUXQVRXW
3. During the Action Phase (see Phase 7: Actions on
During Step 21 of the Setup (players receive starting page 20):
money and assets): When activating a Disciple that was placed on an
action space on the main game board, you will use
1. When choosing their Favor of the Shogun Card, that Disciple to, either:
HDFKSOD\HUZLOOWDNHWKHFRUUHVSRQGLQJ&KDUDFWHU A) Complete OR B) Perform OR C ) Recruit
Card as well. one of one of a Character
When playing with fewer than 5 players, after all your the actions from the
players have chosen their Favor of the Shogun Cards, Missions associated Teahouse.
discard any unclaimed Character Cards, adding them related with that (New option,
to the previously set aside Character Cards. Return to that District see below.)
the leftover Favor of the Shogun Cards to the game District
box as usual.
C Recruiting a Character
2. 6KXIÁHWKHVHWDVLGH&KDUDFWHU&DUGV LQFOXGLQJDQ\
from the Teahouse
which were not claimed by the players), forming
D&KDUDFWHU&DUGGHFNZKLFKVKRXOGEHSODFHGWR Choose one of the face-up Character Cards on display
the side of the game board. at the Teahouse. Place the chosen Character Card face
3. Draw and lay out a number of Character Cards down next to your Clan board. This Character will be your
equal to the number of players plus 1 (minimum active one during the next round (see step 1b. above).
of 4). The Character Cards should be displayed face
up next to the game board, within easy view of all
players. This represents your Teahouse. Using a Character abilit y

Each Character Card details information about its ability,


any restrictions that apply to its use, and so forth. After
Playing with this Module using the Character ability, as outlined on the card, imme-
diately discard the Character to the common Character
1. During the Preparation Phase (see Phase 1: Card discard pile.
Preparation on page 14):
Unused active Character Cards are discarded during
a. If any player still has an active but unused the Preparation Phase of the following round. When-
Character Card, they must discard it and ever a player discards an unused Character Chard,
WDNH%RQXV&DUGLQVWHDGNHHSLQJLQPLQG they immediately draw 1 Bonus Card.
the Bonus Card limit afterwards.

26
Additional rules and &DUGLQVWHDGNHHSLQJLQPLQGWKH%RQXV&DUG
clarifications limit afterwards.
If any player recruited a new Character during
You can never use a Character in the same round in WKHÀQDOURXQGWKH\VKRXOGQRZÁLSWKH&KDUDFWHU
which it was recruited. Card face up, to its active side. Each Character
You may never have more than one active Character provides a number of Prestige Points as indicated
each round. on the card.
You may, however, recruit a new Character (for
use during the following round) while you still Example:
have an existing active Character (for use during The Blue player recruited the Beg-
the current round). JDU GXULQJ WKH ÀQDO URXQG RI
the game. When the game ends,
end of game after discarding any active but un-
used Character Cards, all face-
GRZQ &KDUDFWHUV DUH ÁLSSHG IDFH
$IWHU WKH JDPH KDV HQGHG EXW EHIRUH ÀQDO VFRULQJ up. The Blue player scores 2 Pres-
WDNHVSODFH tige Points for the Beggar.

If any player still has an active but unused Character


&DUGWKH\PXVWGLVFDUGLWDQGWDNH%RQXV

Specialists Module

6SHFLDOL]HG ZRUNIRUFH KDV FRPH WR <HGR 1RZ WKH DV- 2. During the Bidding Phase (see Phase 2: Bidding
SLULQJ 'DLP\RV FDQ KLUH VNLOOHG 'LVFLSOHV DQG XVH WKHLU on page 15):
special abilities to greater advantages! a. ,I \RXZLQWKH'LVFLSOHV$XFWLRQ5HZDUGWDNH
the corresponding Specialist of your color.
3. During the Event Phase (see Phase 3: Event on
setup page 17), add the following step after revealing and
resolving the Event for the round:
1. All players receive 2 regular Disciples as normal. Manage Specialists
Return the remaining regular Disciples to the game If any Specialists remain in the Gates District, move
box as you will not be using them during this game. each of them one step to the right. If this would
2. 7DNHDOOZRRGHQ6SHFLDOLVWVDQGSODFHWKHPZLWKLQ cause a Specialist to exit the second space, remove
easy reach of all players. it from the game.
3. 7DNHWKHEDJDQGSXWDOO6SHFLDOLVWV 7KHQPRYHWKH6SHFLDOLVWWRNHQIURPWKH'LVFLSOHV
WRNHQVLQVLGH Reserve to the leftmost space in the Gates District.
4. Do not place the Non-Specialists This Specialist is now available when performing
Board Overlay on the Gates District. a Recruit action in the Gates District.

Playing with this Module

1. During the Preparation Phase (see Phase 1:


Preparation on page 14):
a. 'UDZDQHZ6SHFLDOLVWWRNHQIURPWKHFORWKEDJ
and place it onto the Disciples Reserve.

27
4. During the Action Phase (see Phase 7: Actions on W EAPONSMITH
page 20 LI WDNLQJWKHRecruit one Disciple action
in the Gates District: The Weaponsmith has no special
a. $IWHUSD\LQJ0RQWRWKHEDQNUHFUXLWRQHRI ability during placement and
the Specialists currently available in the Gates activation, but as long as you own
District, placing it onto your Clan House as a Weaponsmith, you may have up
normal. If you already have a total of 4 Disciples to 5 weapons (instead of up to 4).
DQG6SHFLDOLVWV FRPELQHG \RXPXVWÀUVW
return one of your Disciples or Specialists to M ONK
the Reserve.
You always act as if you have
Additional rules and D%OHVVLQJWRNHQZKHQFRPSOHWLQJ
clarifications D0LVVLRQZLWKWKH0RQN

A Specialist cannot be used in the same round in When performing any Foresight
which it was recruited from the Gates District. It DFWLRQ ZLWK WKH 0RQN 'LVFLSOH
can only be used during the same round when won draw 1 additional card (or Weapon
during the Bidding Phase. WRNHQDVDSSOLFDEOH 
You may only recruit one Specialist of each type.
During the Bidding Phase, if you already have
D6SHFLDOLVWPDWFKLQJWKHWRNHQLQWKH'LVFLSOHV
Reserve you may not participate in a bid for
that Specialist.

Specialist Abilities

S AMURAI

After completing a Mission with


the Samurai, gain 1 Prestige Point.

O NNA - BUGEISHA

After completing a Mission with


the Onna-bugeisha, you may con-
vert 5 Mon into 1 Prestige Point
(you may do this as many times
as you wish).

M ESSENGER

After completing a Mission with


the Messenger, immediately draw
the top card from one Mission
&DUGGHFNRI \RXUFKRLFH

N INJA

The Ninja can never be arrested.

28
Jesuits Bidding Module

7KH&DWKROLF&KXUFKJDLQVPRUHLQÁXHQFHLQ<HGR:LWK Jesuits Bidding Missions count as regular Missions, with


more and more citizens becoming Christians, a new set the following exception:
RI 0LVVLRQVEHFRPHVDYDLODEOH:LOO\RXÀQGQHZDOOLHV
and help them, so that in turn they will help you rise If a Jesuits Bidding Mission leaves a player’s
to power? 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.
This module can only be used in games that last
8 or 11 rounds! Sakoku

,I \RXDUHSOD\LQJZLWKWKH6DNRNX(YHQW&DUG
setup
If the Sakoku Event takes place before
the Jesuits Bidding Event:
1. Set all Jesuits Bidding Missions aside, near • Return the Jesuits Bidding Mission Cards to
the Harbor District. These will enter play later. the game box as they will no longer be used during
2. Once regular setup is complete, add the Jesuits this game.
%LGGLQJ(YHQW&DUGWRWKH(YHQWGHFN • /HDYHWKH6DNRNX(YHQW&DUGIDFHXSQH[WWR
a. ,QDURXQGJDPHVKXIÁHWKH-HVXLWV%LGGLQJ WKH(YHQWVGHFNDVDUHPLQGHU
(YHQWLQWRWKHWRSFDUGVRI WKH(YHQWGHFN • When the Jesuits Bidding Event Card is later
b. ,QDQURXQGJDPHVKXIÁHWKH-HVXLWV%LGGLQJ drawn, immediately discard it together with
(YHQWLQWRWKHWRSFDUGVRI WKH(YHQWGHFN WKH6DNRNX(YHQW&DUGDQGGUDZDQHZ(YHQW
Card in its stead.
If the Sakoku Event is drawn after the Jesuits
Jesuit s Bidding E Vent Bidding Event:
• All players must immediately discard any
uncompleted Jesuits Bidding Missions.
:KHQ WKH -HVXLWV %LGGLQJ (YHQW WDNHV SODFH VHSDUDWH
• Return the Jesuits Bidding Mission Cards to
WKH-HVXLWV%LGGLQJ0LVVLRQVE\FRORU6KXIÁHHDFKGHFN
the game box as they will no longer be available
separately, placing all of them next to the Harbor District.
duringg this game.
g
From this point on, Disciples in the Harbor District have
access to the following new action:
Previously completed Jesuits Bidding Missions
Draw Jesuits Bidding Mission
are unaffected and should not be removed. They
Draw the top card from a Jesuits Bidding Mission
are treated as normal Missions.
&DUGGHFNRI \RXUFKRLFH

29
Clan Powers Module

setup

During Step 21 of the Setup (players


layers receive starting
money and assets):
1. Before the players choose their ir Favor of the Shogun
Card (and Characters, if playing ng with The Teahouse
module), resolve the followingg steps:
UGV WR IRUPDIDFH
a. 6KXIÁHDOO&ODQ3RZHU&DUGVWRIRUPDIDFH
GRZQGHFN
b. Beginning with the player that is last in
Player Order:
i. The player draws Clan Power Cards from
H&ODQ3RZHU&DUGV
WKHGHFNXQWLOWKH\KDYH&ODQ3RZHU&DUGV
ii. From these 2 cards, the player chooses 1 to
GRZQLQWKHGHVLJQDWHG
NHHSDQGSODFHVLWIDFHGRZQLQWKHGHVLJQDWHG
Clan Power spot of their ir Clan board.
iii. The remaining Clan Power wer Card is passed to
the player on their right,, who draws a Clan
JKLVKDQGXSWR&ODQ
3RZHU&DUG WKXVÀOOLQJKLVKDQGXSWR&ODQ
Power Cards), and repeatsats this procedure.
ayer has chosen 1 Clan
(Continue until each player
Power Card.)

Do not reveal any Clan Powerss yet.

2. Proceed with selection of Favor


vor of the Shogun
ying with The
Cards (and Characters, if playing
Teahouse module).
3. After the Favor of the Shogun un Cards have been
chosen, but before applying g their effects, reveal
all players’ Clan Powers.
4. If any Clan Power Card offerss an ability that can
fects of the Favor
be used when applying the effects
of the Shogun, apply it now.

30
C LAN P OWER
C LAN P OWER A BILITY 1 C LAN P OWER A BILITY 2
NAME
The Wealthy You begin the game with extra Mon:
• 8 in a solo or cooperative game,
• 10 in a 6-round game,
• 14 in an 8-round game,
• 18 in an 11-round game.
The Generous Opponent Annexes are considered yours At the end of the game, score 2 Prestige Points
for the purposes of completing Missions. per each Annex you own.
The Tenacious Pay 1 Mon less when paying any cost
Pa
on the Main Board.
The Seaworthy :KHQHYHU\RXWDNH0RQIURPWKH&KXUFK
: You have access to an additional personal location
UHFHLYHDQDGGLWLRQDO0RQIURPWKHEDQN
UH within the Harbor District. You may use it to, either:
• Convert 4 Mon into 1 Prestige Point.
• Convert 9 Mon into 3 Prestige Points.
• Convert 14 Mon into 6 Prestige Points.
Note: You may use this location even if the Harbor
District is closed (for any reason).
The Duplicitous You begin the game with the Ninja Specialist
Yo If you are not playing with the Specialists module,
as an additional (third) Disciple. you instead begin the game with an additional regular
Disciple and 3 extra Mon.
The Wise :KHQHYHU\RXWDNHDQ\FDUGVWDNHH[WUDFDUGV
:
IURPWKHVDPHGHFN DQGWKHQGLVFDUGFDUGV
IU
RI WKHW\SHWDNHQ 
R
The Seaworthy You have a personal Location in the Harbor:
Yo :KHQHYHU\RXWDNH0RQIURPWKH&KXUFKUHFHLYH
• Convert 4 Mon into 1 Prestige Point, +2 Mon.
• Convert 9 Mon into 3 Prestige Points,
Convert 14 Mon into 6 Prestige Points.
Co
You may use this Location for any purposes
Yo
(including Missions) even if the Harbor
(in or
is closed.

31
31
Yedo Deluxe Master Set cooperative play expansion for 1– 4 players,
GHVLJQHGE\'iYLG7XUF]L7KRPDV9DQGH*LQVWHDQG:ROI 3ODQFNH

The Shogun has grown in power in recent months, and it is now clear that his ambitions reach much further than his current station.
7KH(PSHURU KDV SUHWHQGHG QRW WR QRWLFH EXW KLV H\HV ZHUH À[HG RQ WKLV QHZ WKUHDW 1RZ WKDW WKHUH FDQ EH QR GRXEW RI  ZKDW
the Shogun hopes to achieve, it will be your task to do away with this threat to the imperial order.

Serve your Emperor, do what must be done and prove your skill and mettle against a new kind of challenge!

Welcome to the cooperative and solo module for Yedo Deluxe Master Set. When playing solitaire or cooperating with
\RXUIULHQGV\RXZLOOEHIDFLQJDQDXWRPDWHGRSSRQHQWZRUNLQJVLPLODUO\WRDQDFWXDOSOD\HU7KURXJKRXWWKHVHUXOHV
\RXUDXWRPDWHGRSSRQHQWZLOOEHUHIHUUHGWRDV´WKH'DLP\RµRU´LWµ
5. Place the Cooperative board next to the main board.
COMPONENT S 6. 6HSDUDWHWKH(PSHURU&DUGVEDVHGRQWKHLUEDFNV
DQGVKXIÁHWKHPVHSDUDWHO\
30 Emperor Cards: 9 Green, 9 Yellow and 12 Red 7. Select the Emperor’s mood: Gentle,
8 Daimyo Cards Demanding, or Insatiable. Depending on
1 Cooperative board the mood and the player count, construct
'DLP\R·V,QWHUIHUHQFHWRNHQ WKH(PSHURUGHFNVWDFNLQJWKHIROORZLQJ
randomly selected cards face down in order,
VWDUWLQJIURPWKHÀUVWPHQWLRQHGFDUGRQWKHWRS
setup (down to the last one on the bottom). Place
WKHFUHDWHGGHFNRQWKH´8SFRPLQJ(UUDQGµVSDFH
of the Cooperative board.
1. 5HPRYHHYHU\JDPHFRPSRQHQWPDUNHGZLWKWKLV We recommend trying your hand with a Demanding Em-
icon before setting up the game. This includes SHURUIRU\RXUÀUVWJDPHDQGWKHQDGMXVWLQJLWDFFRUGLQJO\
some Action Cards, Bonus Cards, Missions, and
some Teahouse characters and Clan Powers if using M OOD 1P 2P 3P 4P
those modules. Additionally, return every Event Gentle GGGGGYY GGYYYYR GYYYYRR YYYYRRR
Card to the box, they will not be used at all. Demanding GGGYYYR YYYYRRR YYYYRRR YYYRRRR
2. 6HSDUDWHRXWHYHU\´.LOOWKH6KRJXQµ0LVVLRQ&DUG
Insatiable GGYYYRR YYRRRRR YRRRRRR RRRRRRR
GRQRWLQFOXGHWKHPLQWKH%ODFN0LVVLRQGHFN 
and put them aside. 8. Place two face down Yellow Emperor Cards on
3. Select one of the unused colors, these will be WKH´:LQQLQJ&RQGLWLRQVµVSDFHRI WKH&RRSHUDWLYH
WKH'DLP\R·VSLHFHV7KH'DLP\RGRHVQRWWUDFN board. Randomly select one of the “Kill
Prestige Points and does not participate in Auctions, WKH6KRJXQµ0LVVLRQVDQGSODFHLWIDFHXSRYHU
VRRQO\LWV7XUQ2UGHUPDUNHUDQGRI LWV'LVFLSOHV the two Yellow Emperor Cards on the “Winning
will be required. &RQGLWLRQVµVSDFH
4. Set up the game normally, but with 9. Place the two remaining Daimyo Disciples next
the following changes: to the Cooperative board, these will be the available
a. ,QVWHSVDQGDGGWKH*HLVKDWRNHQV Disciples for it. Master Daimyo variant: For
and the Placeholder counters as if there was DQLQFUHDVHGGLIÀFXOW\JDPHPRYHRQHPRUH
an additional player in play. (For 1 player, use of the Daimyo Disciples from the Reserve
the 2 player setup; for 2 player, use the 3 player to the available pool.
setup; etc.) 10. 6KXIÁHDOO'DLP\R&DUGVDQGSODFHWKHPQH[WWR
b. In step 16, add two of the Daimyo’s Disciples the Daimyo’s pool of Disciples. Place the Daimyo’s
to the Reserve as well. Place the other two next ,QWHUIHUHQFHWRNHQQH[WWRWKHSRRODVZHOO
to the board, they will be used later. 11. Use 3 Specialist pieces belonging to the Daimyo’s
c. In step 17, the Daimyo always starts the game FRORU LWGRHVQRWPDWWHUZKLFKRQHV WRPDUN\RXU
as the last player. goals in each of the 3 columns on the Cooperative
d. In step 18, each player may choose their starting ERDUG)RU\RXUÀUVWJDPHZHUHFRPPHQGXVLQJ
Missions, any combination of 4 Missions the Normal goals.
is allowed. a. If playing solo, do not use the column labelled
´+LJKHVW3UHVWLJHµDVWKDWZLOOQRWEHQHFHVVDU\
12. 3ODFHWKH1R:DWFK3DWUROPDUNHURQWKHWKURXQG
13. ,I SOD\LQJVRORWKHVLQJOHSOD\HUWDNHVDQDGGLWLRQDO
Disciple of a different color and places it on
their Clan board. This Disciple will be referred
to as the Errand Boy.

33
Changes in Gameplay

G ENERAL RULES :

– Players may freely discuss anything, including


the contents of their cards. We recommend playing
ZLWKWKHFRQWHQWVRI WKHLUKDQGVNHSWSULYDWHEXW
groups may agree to a higher level of cooperative
coordination.
– Players may not exchange anything outside
the boundaries of the Trading Phase.
– Any Action Cards referring to Opponents mean
the other players, any Action or Bonus Cards
UHIHUULQJWR´\RXUµSLHFHVPHDQH[SOLFLWO\RQO\SLHFHV
belonging to the player playing said card. Phase 2 : Bidding

Phase 1: Preparation These rules completely replace the Bidding Phase


rules of the base game.

As in the base game, this Phase is skipped during 1. Each player selects an amount of their Mon
WKHÀUVWURXQG (including zero) and puts it in their hand. Players
may discuss during this what they wish to buy.
Perform all steps described in the base game. Additionally: 2. Players unwilling or unable to select at least 3 Mon
must drop out of the Bidding Phase, they receive
– ,I WKHUHLVDQ(PSHURU&DUGLQWKH´&XUUHQW(UUDQGµ 3 Mon from the supply (as in the base game).
space, perform its penalty. 3. Once all players still in Bidding have selected
– Some Red cards show several assets to lose: each an amount, turn the top Emperor Card of
player must choose a different one; if they cannot WKH(YHQWGHFN RQWKH´8SFRPLQJ(UUDQGµVSDFH 
choose one, they lose 3 Prestige Points instead face up, and see the prices on its top section.
(as indicated on the card).
– 7KHQUHPRYHWKHFDUGIURPWKH´&XUUHQW(UUDQGµ
space from the game.
– If there is a face up Emperor Card in the “Upcoming
(UUDQGµVSDFHVOLGHLWOHIWWRWKH´&XUUHQW
(UUDQGµVSDFH
– ,I WKHWRSFDUGRI WKH´:LQQLQJ&RQGLWLRQVµVSDFH
is face down, turn it face up.
– Lay out as many cards face down from the Daimyo
GHFNDVWKHQXPEHURI DYDLODEOH'LVFLSOHVLQLWV 4. Each player must spend the amount they selected
pool. Turn the second one face up. Place one of its LQWKHÀUVWVWHSWKHQVHOHFWDQDVVHWFRVWLQJXSWR
available Disciples atop each of these cards. that much (according to the revealed Emperor
– ,I GXULQJWKLVWKH'DLP\RGHFNUXQVRXWRI FDUGV Card) to receive. Each asset can only be selected by
VLPSO\UHVKXIÁHLWVGLVFDUGSLOHDQGFRQWLQXHGHDOLQJ one player. If a player is completely unable to select
DQDVVHWWKH\JHWWRNHHSWKHLUELGEXWGRnot get
0RQ XQOLNHSOD\HUVZKRFKRVHQRWWRELG 

34
Important Notes:
Phase 4: Assign Disciples
– If the Daimyo is the Starting Player,
all prices in the Bidding Phase are increased
E\0RQ7KH'DLP\R·V,QWHUIHUHQFH7RNHQ The base game rules of the Assign Disciples Phase
shows this as a reminder. (It only applies remain unchanged.
in the Bidding Phase!)
– The Emperor Cards may show prices up to When it is the Daimyo’s turn to place, see the rules below.
2 (green) or 3 (yellow/red) Mon higher than
the printed base prices. Red cards have fewer When playing solo, the Errand Boy can be assigned
(at least one) assets available at base price. as any other Disciple, in any order.
– &RLQVSODFHGRQWKH$QQH[PDUNHWE\WKH'DLP\R
(see Action Phase) increase the price of Annexes Daimyo s Assignment
during the Bidding Phase as well.
When it is the Daimyo’s turn to assign, and it has one or
more available Disciples remaining, perform the follow-
Phase 3: E Vent ing steps:
– 7DNHWKHOHIWPRVW'LVFLSOHIURPWKH'DLP\R·V
1. Adjust the Market display. If the card beneath it is face down, turn it
This step is resolved unchanged from the base game. face up.
– Place the Disciple onto the District indicated
2. Resolve Event RQWKHFDUGLWZDVWDNHQIURP
These rules completely replace the “Reveal Event – If the Disciple is to be placed on the Castle
Card” step of the base game. District, place it on the lowest numbered available
space on the Bower.
Read and perform the Event text of the Emperor – If this card is the current card,
&DUG DWRS WKH (YHQW GHFN RQ WKH ´8SFRPLQJ repeat the procedure of the card
(UUDQGµVSDFH6RPHHIIHFWVGLIIHUEDVHGRQSOD\HU WRLWVOHIW,I WKLVLVWKHÀUVW
count (the Daimyo is not included in this count). card, perform the procedure of
If a mandatory penalty cannot be fully paid, simply the card to its right instead.
pay as much of it as possible. – If that District has no remaining free spaces, place
the Disciple on the Castle District (on the Bower)
instead.
– If the Bower in the Castle has no remaining free
spaces, or the Daimyo already has a Disciple
WKHUHÀQGWKHQH[W'LVWULFWZLWKDQHPSW\VSDFH
VWDUWLQJIURPWKH&DVWOH'LVWULFWFORFNZLVH
RUFRXQWHUFORFNZLVHȥGHSHQGLQJRQWKHFXUUHQW
Watch Patrole movement direction), and place
the Disciple there.
– The Daimyo never places a Disciple on a non-Bower
space of the Castle District.
– Remember: No player may drop below
2 Disciples, and if there is an alternative cost to Errand Spaces
pay other than a player with 2 Disciples losing
one it must be chosen. Some Errands have an Assignment
– 8QOLNHLQWKHEDVHJDPH%OHVVLQJVPD\QRWEH Space on them. One Disciple may
paid to negate events (unless the text explicitly be assigned by one of the players
says otherwise). to each such Errand as normal.
7KLV VSDFH LV QHYHU EORFNHG
the Watch Patrol never affects it,
and the Daimyo never places here.

35
Phase 5: Watch Patrol Phase 7: Actions

The structure of the Watch Patrol Phase is very The base game rules of the Action Phase re-
similar to that of the competitive game. main unchanged.
A. Move the Watch Patrol by one space in the direction
When it is the Daimyo’s turn to resolve an action,
indicated by its color, as in the base game.
see the rules below.
B. Adjust the movement of the Watch Patrol in
the same order as shown on the Daimyo Cards
When playing solo, the Errand Boy can perform
revealed during the Assign Disciples Phase.
actions like any other Disciple except it cannot
Each player may play 1 Action Card affecting
perform Missions, and its presence does not count
the movement before or after (but not during) this.
toward Missions either (it does count towards Er-
rands though, see below).

Change the color Move the Watch Move the Watch Daimyo s Actions
of the Watch Patrol. Patrol one addi- Patrol two addi-
tional space. tional spaces. :KHQLWLVWKH'DLP\R·VWXUQWRSHUIRUPDQDFWLRQFKHFN
C. Each player may play 1 Action Card (or their WKHSOD\HUDLG RUVHHWKHOLVWEHORZ WRÀQGWKHKLJKHVW
%ODFNPDLO&DUG WRVDYHWKHLU'LVFLSOH V IURP priority action it wants to perform, and perform it. Re-
Arrest. turn the Disciple that it used to perform said action to its
If this icon is shown on one pool of Disciples.
of the Daimyo Cards revealed Actions in decreasing order of priority:
during the Assign Disciples
Phase, players may return their Blessing to avoid 1. If it has at least one Disciple on the Harbor District,
the arrest of one of their Disciples as well. it removes all Mon on the Church. If there are no
D. Remaining player Disciples are arrested, as Mon on the Church, nothing happens.
in the base game. Daimyo’s Disciples are 2. ,I LWKDVDWOHDVWRQH'LVFLSOHRQWKH0DUNHW'LVWULFW
never arrested. it discards the rightmost Weapon.
3. If it has at least one Disciple on the Red Light
Phase 6: Trade 'LVWULFWLWWDNHVWKHKLJKHVWYDOXHG*HLVKDIURP
supply, and removes it from the game.
4. If it has at least one Disciple on the Gates District,
The Trade Phase follows the rules of the base game, with LWWDNHVRQHRI LWV'LVFLSOHVIURPWKH5HVHUYHDQG
one important restriction: Only equal assets may be moves it to its pool of Disciples.
traded. These are the following: 5. If it has at least one Disciple on the Castle District,
1 Weapon it activates the Bower. If it was already the Starting
1 Geisha Player and, as a result of the Bower getting
5 Mon DFWLYDWHGLWZRXOGEHFRPHWKHÀUVWSOD\HUDJDLQ
1 Uncompleted Mission Card every player loses 1 Prestige Point. (This rule is in
1 Action Card effect even if a player activates the Bower while
1 Bonus Card the Daimyo has a Disciple there.) Remember to
 8QXVHG%ODFNPDLO&DUG SODFHDQGUHPRYHWKH´'DLP\R·VLQWHUIHUHQFHµWRNHQ
near the Bidding supplies whenever the Daimyo
Players allowed to trade (because of their Disciples in EHFRPHVRUFHDVHVWREHWKHÀUVWSOD\HU
WKH7DYHUQDQGWKH0DUNHW'LVWULFW FDQPDNHDQ\QXP- 6. If it has at least one Disciple on the Tavern District,
ber of trades amongst themselves, but each trade must be place 1 Mon on the Annex offer (from supply).
of equal value. Spare change (less than 5 Mon) may not Each coin placed on the Annex offer permanently
be given to other players. increases the cost of Annexes’ price whether bought in
The Daimyo’s Disciples do not affect the Trading Phase. the Bidding Phase or using the Tavern District’s action.

36
7. If it has at least one Disciple on the Temple – The asset requirements must be met amongst one
District, each player who does not currently have or multiple players, but only players with at least
a Disciple in the Temple District (having the Errand RQH'LVFLSOHIXOÀOOLQJWKH'LVWULFWUHTXLUHPHQWs
Boy there if playing solo is also accepted) loses can contribute assets. (However, multiple players’
1 Prestige Point. Disciples can be even in the same required District
to allow them to all contribute.)
Completing Missions
– The Disciple resolving the Errand does so as its
Players complete Missions the same way as they do in action (may not do another action at the District,
the base game. Other people’s assets and Disciples do or complete a Mission).
not count towards completing Missions. When playing – Some Errands have assignment spaces on
solo, the Errand Boy does not count towards the Disci- them where one Disciple could be assigned in
ple requirements of a Mission nor can it be activated to the Assign Disciples Phase. Errands such as those
complete a Mission. are resolved by activating the Disciple on them.
The player whose Disciple is activating is always
allowed to contribute to the asset requirements.
Killing the Shogun – When completed, the contributing players get
2QWKH´:LQQLQJ&RQGLWLRQVµVSDFHRI WKH&RRSHUDWLYH rewarded: Most Errands have rewards that are
ERDUGWKHUHLVDIDFHXS%ODFN0LVVLRQKill the Shogun. VHSDUDWHGE\´µHDFKFRQWULEXWLQJSOD\HUPXVW
One player must complete it before the game’s end as choose one different option. If there are fewer
a minimum requirement to win the game. Completing options than contributing players, some will not
WKLVLVOLNHDQ\RWKHU0LVVLRQ WKHSOD\HUKDVWRFRPSOHWH get any rewards. Simple (Green) Errands have
it on their own), but while it is uncompleted, it is always a single reward given to one of the (usually the only)
available to any player to complete and does not count contributing players.
against any player’s Mission hand limit.
Example 1:
When completed, remove the card from the Cooperative Abe is playing solo. He must
board (it is placed amongst the completing player’s com- complete the errand “Death in
pleted Missions), but do NOT gain any of its rewards. the Market”. He already got
one of the Weapons needed,
Note that Killing the Shogun earlier gives you additional and got a Geisha in the bid-
turns to complete the Bonus Errands thus revealed on ding phase for 6 Mon. So he
WKH´:LQQLQJ&RQGLWLRQVµVSDFHDOORZLQJWKHSOD\HUVWR assigns two of his Disciples to
complete more Errands as necessary for higher objectives. the Market District, and one
to the Temple District. His
Errand Boy goes to the action
ResolVing Errands space on the errand itself. He
ÀUVWDFWLYDWHVRQHRI WKHZRUNHUV
A new, additional challenge in the cooperative game is on the Market district to buy
the Errands. The Emperor assigns the group of you the second Weapon he needs,
DWDVNIRUHDFKURXQGDQGZKLOHDOLWWOHGHOD\LVDFFHSWDEOH then he activates the Errand
too much is not. As explained in the Preparation Phase, Boy to resolve the Errand: he has a worker on the Market
if an Errand is not completed in two consecutive rounds, District, two Weapons and a Geisha, so he spends 3 coins and
the Emperor will deal out a punishment. takes the card off the board, choosing to gain 5 Mon (one of
the printed rewards). He does not need the Blessing, as he can
Completing an Errand is very similar to completing get it in the Temple District later this turn. Had he not resolved
a Mission. Errands have requirements for Disciple this Errand, he would have lost 3 Prestige Points at the begin-
SODFHPHQWV DQG DVVHWV MXVW OLNH 0LVVLRQV EXW WKH\ DUH ning of the next round.
achieved cooperatively:

– 7KH'LVFLSOHVIXOÀOOLQJWKH'LVWULFWUHTXLUHPHQWV
of the Errand may belong to one or multiple players.
If playing solo, the Errand Boy may also be used.

37
Example 2:
Abe, Bushido, and Chikayoshi are playing cooperatively.
The current errand this turn is “What Friends are for”, while
the upcoming event is “Smoke and Geishas”. Their Disciples
are sent to the following Districts:

Abe: Red Light, Tavern, Castle;

Bushido: Gate, Tavern;

Chikayoshi: Temple, two Disciples in the Red Light District.

H LQ WKH 5HG /LJKW


$IWHU DFWLYDWLQJ &KLND\RVKL·V ÀUVW 'LVFLSOH
District to get the last missing Geisha, they ey can now resolve
ayoshi has a Geisha
the “Smoke and Geishas” event, since Chikayoshi
nsui needed for both
and a Blessing to spend, Abe has the Karesansui
Errands and an additional Geisha, and they hey have a Weapon
each. Abe chooses the extra Disciple, while Chikayoshi chooses
to get herself 2 Prestige Points. Bushido getss nothing, as he was
not contributing to the Errand – even thoughh he had a Blessing
to spend, none of his Disciples were in a location
ocation required for
the Errand.

Unfortunately, they cannot complete “Whatt Friends are For”,


since none of them has a bow. Even though ugh Bushido could
buy one, once he does, he no longer has a Disciple present in
the correct Location. So at the beginning of next turn they must
suffer the penalties of “What Friends are For”: Chikayoshi
offers to give up one of her uncompleted missions, but none
of them have an Action Card to lose. So Abe loses his Bonus
Card, while Bushido facing no valid option must lose 3 Prestige
Points instead.

mpleted Missions,
Completed Errands do not count as completed
ed “while
but any Action Card that can be played w e resolving
eso v g
LQJJDQ(UUDQGWRR
D0LVVLRQµFDQEHSOD\HGZKLOHUHVROYLQJDQ(UUDQGWRR

Once an Errand is completed, remove m


move its card
from the Cooperative board. Keep allll completed
c
Errands together (regardless of the ac ctivating
activating
player), as they will be required duringg the
t end
of game evaluation.

38
end of game

The game
gam ends at the end of the 7th round. as many Prestige Points as shown on the “Lowest Pres-
WLJHµWDUJHWand at least one player has at least as many
,I WKH´.LOOWKH6KRJXQµ0LVVLRQLVQRWFRPSOHWHG WKHFDUG
WKH´. 3UHVWLJH3RLQWVDVVKRZQRQWKH´+LJKHVW3UHVWLJHµWDU-
LVVWLOORQ
LVVWLOORQWKH´:LQQLQJ&RQGLWLRQVµVSDFHRI WKH&RRSHUD- get, and at least as many Errands have been completed
tive boa
board), the players have lost the game. amongst the players as shown on the “Errands Complet-
HGµ WDUJHW WKH SOD\HUV KDYH FROOHFWLYHO\ ZRQ WKH JDPH
Otherw
Otherwise, perform scoring: Each player scores their They may record scores for comparing their future suc-
Bonus CCards (maximum 2 cards each), 2 points per un- cesses. If any of the targets are not met, the players have
XVHG%O
XVHG%ODFNPDLO&DUGWKH\KDYHOHIWSOXVSRLQWIRUHYHU\ lost the game as, despite Shogun’s death, the Emperor
10 Mon they have. LVVWLOOQRWVDWLVÀHG

Then, compare the players’ Prestige with the targets In solo play, the “Highest Prestige” target does not
PDUNHG
PDUNHGRQWKH2EMHFWLYH&DUGVLI HDFKSOD\HUKDVDWOHDVW have to be met, and that Objective Card is not used.

COOPERATIVE AND SOLO PLAY

The solo
sol and cooperative rules can be used in conjunc- Also, do not discard Characters the same way you do
tion with
w Specialists, Teahouse and Clan Powers in competitive mode - instead, see the Character Card
module
modules: for a note on when they are discarded. The rules for
acquiring new Characters stay the same: if you recruit
– With Specialists, we recommend using the Specialist- a new Character, you must discard the current one
VSHFLÀF0LVVLRQVWRFRPSHQVDWHIRUWKHDGGHG
VSHFL DV\RXÁLS\RXUQHZ&KDUDFWHUIDFHXS7KH'DLP\R
possibilities with added requirements. The Daimyo
poss does not interact with Characters, and the game may
does not use Specialists. become easier when using this module.
– With the Teahouse, remember to remove – With Clan Powers, follow the solo and cooperative
WKH&KDUDFWHUVQRWÀWIRUVRORDQGFRRSHUDWLYHSOD\
WKH& instructions on some Clan Power Cards.

39
Appendix

Mission Requirement Icons The following assets must be surrendered when complet-
ing the Mission (indicated by the arrow):
1. You must have at least one Disciple present 5. <RXPXVWKDYHD%OHVVLQJWRNHQRQ\RXU
on an action space in each of the Districts shown Clan board and return it to
on the Mission Card. (If a District is shown the Temple District.
twice, you must have at least two Disciples in 6. You must pay the indicated amount
that District.) To complete the Mission, you must RI 0RQWRWKHEDQN5HPHPEHUWKDW
activate a Disciple in one of the Districts listed this must be paid before collecting
among the Standard Requirements. the reward.
7. Specialists Missions: The Disciple you
activate to complete the Mission must
be the depicted Specialist.
8. Soft Interaction Missions:
At least one other player
must meet all of
the depicted Requirements.
If more than one player
2. You must own each Weapon shown on the Mission meets these additional
Card. You do not surrender these Weapons. Requirements, choose who
you cooperate with.
Sometimes you are required
to pay another player for
their participation in
completing your Mission.
Remember that this must
be paid before collecting
the reward.
3. You must own each Annex shown on the Mission 9. Hard Interaction
Card. You neither surrender these Annexes, Missions: You must place
nor do you need to have a Disciple on them. your Disciple on
the depicted Annex owned
by an opponent. ( This is
the only situation which will
allow you to place your
Disciple on another player’s
AnnexYou must complete
4. You must have at least the number the Mission in the following
of Geishas shown on the Mission Actions Phase. If completing
Card. You neither surrender those the Mission becomes
Geisha, nor do their individual impossible, you must reveal
Prestige Point values matter. it to the opponent whose
$QQH[\RXKDYHWDNHQRYHU

40
helped you receives the Rewards depicted
Mission Reward Icons RQWKHGDUNHUEDFNJURXQG7KLVLVPDQGDWRU\
However, if you met the Bonus Requirements
in addition to the Standard Requirements, only you
1. Immediately gain the indicated
number of Prestige Points, ? receive the Bonus Reward.
13. Hard Interaction Missions: The target player
DGYDQFLQJ\RXU6FRUHPDUNHU
is the player you targeted as part of the Standard
RQWKH6FRUH7UDFN
Requirements for the Mission, if any. If there
2. Receive the indicated amount of Mon
was no target Requirement, you may choose your
IURPWKHEDQN
target freely. You receive the Rewards depicted
3. If you do not already have a Blessing
RQWKHOLJKWHUEDFNJURXQG7DUJHWSOD\HUUHFHLYHV
WRNHQWDNHD%OHVVLQJWRNHQIURP
WKH3XQLVKPHQWGHSLFWHGRQWKHGDUNHUEDFNJURXQGURXQG
the Temple District and place it onto
a. Target player loses a Disciple. Remember
the appropriate space on your Clan board.
that no player can lose either of their last
4. Draw the top card from the Action
2 Disciples.
&DUGGHFNNHHSLQJLQPLQGWKH$FWLRQ
b. Target player loses a number of
Card limit.
Prestige Points. If unable to lose all
5. Draw the top card from a Mission Card
required Prestige Points, they must
GHFNNHHSLQJLQPLQGWKH0LVVLRQ&DUG
lose as many as they can.
limit.
c. Choose an opponent.
6. Draw the top card from the Bonus
Swap one of their cards
&DUGGHFNNHHSLQJLQPLQGWKH%RQXV
(selecting from their
Card limit.
uncompleted Missions,
7. 7DNHRQHRI WKH:HDSRQVIURP
Action Cards, and Bonus Cards) with one
WKH0DUNHW'LVWULFWIUHHRI FKDUJH
of yours, of the same type (swapping Mission
8. The Disciple you activated in order to
Card for Mission Card, Action Card for Action
complete this Mission must be returned
Card, and Bonus Card for Bonus Card). )
to the Reserve, not to your Clan House.
d. Steal one Weapon of
Since you cannot lose either of your last 2 Disciples,
your choice from
you must therefore have at least 3 Disciples when
target player.
completing this Mission.
e. Target player loses
9. 5HSODFHWKHFXUUHQW:DWFK3DWUROPDUNHU
the depicted Annex. Return
ZLWKWKH:DWFK3DWUROPDUNHURI WKHRWKHU
the Annex to the supply.
color. This is mandatory.
All from f. Target player loses one of their
10. 7DNHDOO0RQIURPWKH&KXUFK the Church
Geishas. (The depicted Prestige
11. Specialists Missions: The Disciple
Point value does not matter, and
you activated in order to complete
the player does not lose any
this Mission, when returned to your
Prestige Points.) Remove the Geisha from
Clan House, is replaced with
the game. If the target player does not have any
the depicted Specialist. Since you are
Geishas, they lose nothing.
QRW´ORVLQJµD'LVFLSOH\RXFDQFRPSOHWHWKLV
g. Target player loses the depicted amountt
Mission even if you only have 2 Disciples. Even if
of Mon. If unable to lose all required
the activated Disciple was another Specialist, it will
Mon, they must lose as much
be replaced with the one depicted on this
as they can.
Mission Card.
If you already have the depicted Specialist, this
Reward has no effect.

12. Soft Interaction Missions:


You receive the Rewards
depicted on the lighter
EDFNJURXQG7KHSOD\HUWKDW

41
Dojo
ANNEX ABILITIES
Training room

A CTIVATION E FFECT
Yashiki
Mansion Activate your Disciple here to discard one of your Weap-
ons, face up, to the Weapons discard pile. Then, draw
A CTIVATION E FFECT a random Weapon from the cloth bag.
Activate your Disciple here to discard one of your
uncompleted Mission Cards face down to the bottom of PASSIVE E FFECT
LWVFRUUHVSRQGLQJ0LVVLRQ&DUGGHFN7KHQGUDZWKHWRS
FDUGIURPRQH0LVVLRQ&DUGGHFNRI \RXUFKRLFH During the Preparation Phase, you receive 1 Mon from
WKHEDQN
PASSIVE E FFECT
Kobudo- Ryu
When activating another Disciple to Complete Weapons school
a Mission, if the Mission requires a Geisha which
you do not haveUHWXUQWKH'LVFLSOHIURPWKH<DVKLNL A CTIVATION E FFECT
to your Clan House to act as if you had one additional
Geisha for that Mission. (You do not receive an actual Activate your Disciple here to discard one of your Action
*HLVKDWRNHQ &DUGVIDFHGRZQWRWKHERWWRPRI WKH$FWLRQ&DUGGHFN
7KHQGUDZWKHWRSFDUGIURPWKH$FWLRQ&DUGGHFN

Karesansui
PASSIVE E FFECT
Sacred Garden

A CTIVATION E FFECT :KHQEX\LQJD:HDSRQDWWKH0DUNHWHDFK:HDSRQ\RX


buy will cost you 3 Mon less. (In other words, you will be
Activate your Disciple here to perform a Foresight action paying 5 or 3 Mon instead of the normal 8 or 6 Mon.)
of your choice. (For more information about each Fore-
sight action, see Phase 7: Actions on page 20.)

PASSIVE E FFECT

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
&ODQ+RXVHWRDFWDVLI \RXKDGD%OHVVLQJWRNHQIRUWKDW
0LVVLRQ <RXGRQRWUHFHLYHDQDFWXDO%OHVVLQJWRNHQ

42
credits

Y EDO D ELUXE M ASTER S ET :HZRXOGOLNHWRWKDQNRXU.LFNVWDUWHU%DFNHUVIRU


KHOSLQJXVEULQJWKLVJDPHWROLIH6SHFLDOWKDQNVDOO
Game Design::ROI 3ODQFNHDQG7KRPDV9DQGH ZKRKHOSHGZLWKFRPPXQLW\IHHGEDFNVKDULQJWKHLU
Ginste LGHDVDQGOHQGLQJWKHLUNHHQH\HVWRPDNHYedo Deluxe
Game Development:$QGUHL1RYDF%âDůHM.XEDFNL Master Set the best game it could be!
0DâJRU]DWD0LWXUD
Solo and Cooperative Mode by: Dávid Turczi, Wolf
3ODQFNH7KRPDV9DQGH*LQVWH
B OARD & D ICE :
Illustrations: )UDQ]9RKYLQNHO-DNXE)DMWDQRZVNL Executive Manager: Andrei Novac
Zbigniew Umgelter Head of Marketing:)LOLS*âRZDF]
Graphic Design: Zbigniew Umgelter, Imelda Head of Sales: Ireneusz Huszcza
9RKZLQNHO Art Direction:.XED3RONRZVNL
Rulebook: 5DLQHU$KOIRUV$QGUHL1RYDF0DâJRU]DWD Development Lead:%âDůHM.XEDFNL
0LWXUD%âDůHM.XEDFNLEDVHGRQRULJLQDOUXOHVE\$OIUHG
© 2020 Board & Dice. All rights reserved.
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Rulebook editing: 5DLQHU$KOIRUV3DWULFLD0DFNHQ]LH For more information about Yedo Deluxe Master Set
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