This is a documentation for Board Game Arena: play board games online !

Gamehelptokaidoduo: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
(Created page with "== Overview == Two travelers cross the island of Tokaido: a '''Pilgrim''' seeking enlightenment, a '''Merchant''' seeking profit, and an '''Artist''' seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you '''must''' move the matching character that many spaces; using the space's effect afterward is your choice. The game ends the instant one of four race conditions i...")
 
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
== Overview ==
== Overview ==


Two travelers cross the island of Tokaido: a '''Pilgrim''' seeking
Six travellers explore the island of Tokaido: a '''Pilgrim''' seeking enlightenment, a '''Merchant''' seeking profit, and an '''Artist''' seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you '''must''' move the matching character that many spaces.
enlightenment, a '''Merchant''' seeking profit, and an '''Artist'''
seeking inspiration — one of each per player. Each round, three dice
are drafted between the two players, one per character type. Whichever
die you take, you '''must''' move the matching character that many
spaces; using the space's effect afterward is your choice.


The game ends the instant one of four race conditions is triggered —
The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.
a full Temple track, a full Garden track, a 6th gold slab, or the
last Painting tile being gifted — and both players then total three
scores: '''Faith''', '''Commerce''', and '''Culture'''.


[[File:Tokaidoduo_board.png]]
* a full Temple track
* a full Garden track
* a 6th gold slab
* the last Painting tile (of a single player) being gifted


== Turn Structure ==
== Turn Structure ==
Line 23: Line 18:
# '''Player A''' uses the last die and moves the matching character.
# '''Player A''' uses the last die and moves the matching character.


A new round then begins with Player B drafting first; the first-picker
A new round then begins with Player B drafting first; the first picker role alternates every round.
role alternates every round.


* The chosen character '''must''' move the exact number of spaces shown on the die.
* The chosen character '''must''' move the exact number of spaces shown on the die.
* Using the arrival space's effect (or the character's action) is always '''optional''' —
* Using the arrival space's effect, in some cases this is optional (for example selling wares)
the move itself never is.
* A single move can never pass through the same space twice.
 
== The Pilgrim ==
== The Pilgrim ==


The Pilgrim travels clockwise around the island's outer ring of 37
The Pilgrim travels clockwise around the island's outer ring of 37
stations.
spaces.


* May pass through stations occupied by another meeple.
* May pass through stations occupied by another meeple.
* If the intended landing stailgrim '''or''' either Merchant)
* If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.
, the Pilgrim instead lands on the next empty station and uses '''that''' station's effect
.
 
{| class="wikitable"
{| class="wikitable"
! Station !! Effect
! Station !! Effect
|-
|-
| Coastal Town || Gain coins  value (2, 3, or 4). These coins
| Coastal Town || Gain coins  value (2, 3, or 4) based on the boutique token linked to that space. These coins
  go into the same personal supply the Merchant uses for gold slabs.
  go into the same personal supply the Merchant uses for gold slabs.
|-
|-
Line 51: Line 39:
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.
|-
|-
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they h
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it's gained.
old it). It cannot be used the same turn it's gained.
|-
|-
| Seashore || Take any one Wave tile from the board (or from your opponent if the board ha
| Seashore || Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.
s none) and place it on the m
If you already hold all the wave tiles nothing occurs.
|}
|}


'''Hot Spring token:''' before any future die pick, you may spend the
'''Hot Spring token:''' After any future die pick, you may spend the token to immediately repeat your '''last chosen die value''' — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent lands on Hot Spring while you're holding it, they take it from you immediately.
token to immediately repeat your '''last chosen die value''' — move
that same character the same number of spaces again (no reroll) and
optionally use its effect agaoard once
spent. If your opponent later lands on Hot Spring while you're holding
it, they take it from you immediately.


== The Merchant ==
== The Merchant ==


The Merchant travels along the orange Trade routes connecting 4
The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.
Mountain towns and 8 Coastal towns, crossing a number of routes equal
 
to the die value.
* If no path of exactly that length exists, the Merchant does not move and takes no action.
 
* When several destinations are reachable at the exact die value, you choose which to visit.


* If no path of exactly that length exists, the Merchant does not move and takes no action
* You cannot enter a coastal town occupied by another meeple.
.
* When several destinations are reachable at the exact die value, you choose which to visi
t.
* Cannot enter a Coastal townr''' Merchant, nor one whose mat
ching Pilgrim-ring station is currently occupied by a Pilgrim.
* Both Merchants may share thame time.


'''Mountain town:''' draw Wares from the bag equal to the town's
* Both Merchants may share a single mountain town.
printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed
the cap, keep any 5 of your choice and return the rest to the bag.


'''Coastal town:''' sell any Boutique
'''Mountain town:''' draw Wares from the bag randomly equal to the town's printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.
token's demand type; gain its coin value per Ware sold, and return
 
sold Wares to the bag. Any time your coin total reaches 10 or more, it
'''Coastal town:''' sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag.  
immediately converts into 1 g placed in
 
the leftmost empty slot on your Merchant board. Gaining your '''6th'''
'''Gold Slab:''' Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your '''6th''' gold slab ends the game.
gold slab ends the game.


== The Artist ==
== The Artist ==


The Artist crosses a graph ofer of zones
The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.
equal to the die value and never revisiting a zone already passed
through on that move. Mountain towns are not zones and cannot be
crossed by the Artist. Both Artists may share the same zone.


After moving, choose '''one''' of:
After moving, choose '''one''' of:


* '''Paint''' — reveal face-down Painting tiles from your Artist board equal to the number
'''Paint''' — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player's) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first.  
of other characters (any player's) currently in your arrival zone or on a station/stop wi
[[File:Tokaido-Duo-Artist-Aid.jpg|left|frameless]]
thin it. Tiles are always revealed left-to-right, top row first.
 
* '''Gift''' — if your arrival zone's icon matches the icon on the '''topmost, leftmost'''
 
revealed tile on your Artist board, remove that tile from the game. Only one tile may be
 
gifted per action, and only that specific tile is ever eligible. Removing your last tile e
 
nds the game.
 
 
 
 
 
 
 
You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5 (6 with proficient wave tile), all other meeples including the opponents artist on the same zone.
 
'''Gift''' — if your arrival zone's icon matches the icon on the '''topmost, leftmost''' revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.


== Wave Tiles ==
== Wave Tiles ==


Landing on a Seashore grants a Wave tile, placed on the '''matching'''
When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile's side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.
Character board (a Pilgrim tile only goes on the Pilgrim board, and so
on). Each tile's side is assigned randomly at setup and fixed for the
whole game — its effect is acol it, and
using it is always optional.


{| class="wikitable"
{| class="wikitable"
! Character !! Side !! Name !! Effect
! Character !! Side !! Name !! Effect
!Usage
|-
|-
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).
|You will be presented both eligible spaces and must pick one
|-
|-
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).
|When die result is > 1 you will be presented both eligible spaces and must pick one
|-
|-
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.
|Automatically applied
|-
|-
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, o
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, or ended on during the move.
r ended on during the move.
|Artist movement becomes stepped to allow for specific beneficial pathing.
|-
|-
| Merchant || 1 || Crafty || astal town.
| Merchant || 1 || Crafty || Each ware you sell is worth 1 extra coin.
|Automatic
|-
|-
| Merchant || 2 || Robust || Draw 1 extra Ware at Mountain towns; storage cap raised to 6.
| Merchant || 2 || Robust || Draw 1 extra ware at Mountain towns; storage cap raised to 6.
|Automatic
|}
|}
When no wave tiles are available to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.


== End Game ==
== End Game ==


The game ends the instant any of these is triggered:
The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.


# A Temple track reaches slot '''9'''.
# A Temple track is completed (reaches slot 9).
# A Garden track reaches slot '''6'''.
# A Garden track is completed (reaches slot 6).
# A player gains their '''6th gold slab'''.
# A player gains their final gold slab (6th, 60 coins).
# A player gifts their '''10th (final) Painting tile'''.
# A player gifts their final painting tile (10th).
 
Play finishes out the current round (all 3 dice for that round are
used) before scoring.


== Scoring ==
== Scoring ==
Line 149: Line 130:
! Score !! Formula
! Score !! Formula
|-
|-
| '''Faith''' || Temple track value × Garden track value
| '''Pilgrim''' || Temple track value × Garden track value
|-
|-
| '''Commerce''' || Points prlled gold slab slot
| '''Merchant''' || The rightmost score printed above the merchant gold slab slots, which contains a slab.
|-
|-
| '''Culture''' || Points printed at the bottommost, rightmost revealed position on your A
| '''Artist''' || The value printed on the bottom-most, right-most uncovered (gifted) painting slot.
rtist board
|}
|}


Highest total wins. Ties are broken first by coins on hand, then
'''Highest total wins'''. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.
shared as a draw. Leftover coins, Wares, and unrevealed or
un-gifted Painting tiles never score points.


== Solo Mode (vs. Automa) ==
== Solo Mode (vs. Automa) ==


Tokaido Duo can be played 1-player against '''Automa''', a scripted
Tokaido Duo can be played 1-player against '''Automa''', a scripted opponent that replaces the second player. Automa tracks progress on 3
opponent that replaces the second player. Automa tracks progress on 3
Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa's final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa's movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.
Rank tracks (one per character) instead of a normal board, and her die
choice and movement are fully automatic each turn. The game — and the
Rank tracks — end the same way as a 2-player game; Automa's final
score is the sum of her 3 Ranks. Automa has no money, so any tie goes
to the human player.


== BGA-Specific Notes ==
== BGA-Specific Notes ==
 
* Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.
* Movement distance and destination legality are enforced automatically — illegal moves si
* When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.
mply aren't offered.
* As mentioned above Automa's thinking is clearly shown above their rank track to help you track how they will act depending on your choices.
* The 10-coins-to-gold-slab conversion and end-game trigger checks happen automatically th
e instant they occur, without a manual step.
* Wave tile effects are promphoice at the moment they'd apply
, rather than requiring a mental note.
* Automa's entire turn (solo mode) resolves automatically with no input required.
 
== Common Mistakes ==
 
* Using a die does '''not''' let you choose to move fewer spaces — the full value must be
spent, though using the resulting effect is optional.
* If your intended landing station is occupied, you don't just skip to the next station —
you resolve '''that''' station's effect instead of the one you were aiming for.
* The Hot Spring token can't it; it's banked for a future pic
k, and your opponent can steal it from you by landing on Hot Spring themselves.
* Only the '''single topmost-leftmost''' revealed Painting tile is ever eligible for Gift
— matching icons deeper in thnless Inspired is active).
* Both Artists — and both Merchants at Mountain towns — can freely share a space; only Coa
stal towns and Pilgrim-ring stations enforce occupancy.

Latest revision as of 12:45, 10 July 2026

Overview

Six travellers explore the island of Tokaido: a Pilgrim seeking enlightenment, a Merchant seeking profit, and an Artist seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you must move the matching character that many spaces.

The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.

  • a full Temple track
  • a full Garden track
  • a 6th gold slab
  • the last Painting tile (of a single player) being gifted

Turn Structure

Each round is a 1-2-1 die draft:

  1. Player A rolls all 3 dice, chooses one, and moves the matching character.
  2. Player B chooses one of the 2 remaining dice and moves the matching character.
  3. Player A uses the last die and moves the matching character.

A new round then begins with Player B drafting first; the first picker role alternates every round.

  • The chosen character must move the exact number of spaces shown on the die.
  • Using the arrival space's effect, in some cases this is optional (for example selling wares)

The Pilgrim

The Pilgrim travels clockwise around the island's outer ring of 37 spaces.

  • May pass through stations occupied by another meeple.
  • If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.
Station Effect
Coastal Town Gain coins value (2, 3, or 4) based on the boutique token linked to that space. These coins
go into the same personal supply the Merchant uses for gold slabs.
Temple Advance your Temple track one slot. Reaching slot 9 ends the game.
Garden Advance your Garden track one slot. Reaching slot 6 ends the game.
Hot Spring Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it's gained.
Seashore Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.

If you already hold all the wave tiles nothing occurs.

Hot Spring token: After any future die pick, you may spend the token to immediately repeat your last chosen die value — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent lands on Hot Spring while you're holding it, they take it from you immediately.

The Merchant

The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.

  • If no path of exactly that length exists, the Merchant does not move and takes no action.
  • When several destinations are reachable at the exact die value, you choose which to visit.
  • You cannot enter a coastal town occupied by another meeple.
  • Both Merchants may share a single mountain town.

Mountain town: draw Wares from the bag randomly equal to the town's printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.

Coastal town: sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag.

Gold Slab: Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your 6th gold slab ends the game.

The Artist

The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.

After moving, choose one of:

Paint — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player's) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first.

Tokaido-Duo-Artist-Aid.jpg






You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5 (6 with proficient wave tile), all other meeples including the opponents artist on the same zone.

Gift — if your arrival zone's icon matches the icon on the topmost, leftmost revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.

Wave Tiles

When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile's side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.

Character Side Name Effect Usage
Pilgrim 1 Hasty Move +1 beyond the die result (always move at least 1). You will be presented both eligible spaces and must pick one
Pilgrim 2 Tranquil Move −1 below the die result (always move at least 1). When die result is > 1 you will be presented both eligible spaces and must pick one
Artist 1 Proficient Reveal 1 additional Painting tile when painting. Automatically applied
Artist 2 Inspired Gift eligibility extends to any icon begun, passed through, or ended on during the move. Artist movement becomes stepped to allow for specific beneficial pathing.
Merchant 1 Crafty Each ware you sell is worth 1 extra coin. Automatic
Merchant 2 Robust Draw 1 extra ware at Mountain towns; storage cap raised to 6. Automatic

When no wave tiles are available to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.

End Game

The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.

  1. A Temple track is completed (reaches slot 9).
  2. A Garden track is completed (reaches slot 6).
  3. A player gains their final gold slab (6th, 60 coins).
  4. A player gifts their final painting tile (10th).

Scoring

Score Formula
Pilgrim Temple track value × Garden track value
Merchant The rightmost score printed above the merchant gold slab slots, which contains a slab.
Artist The value printed on the bottom-most, right-most uncovered (gifted) painting slot.

Highest total wins. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.

Solo Mode (vs. Automa)

Tokaido Duo can be played 1-player against Automa, a scripted opponent that replaces the second player. Automa tracks progress on 3 Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa's final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa's movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.

BGA-Specific Notes

  • Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.
  • When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.
  • As mentioned above Automa's thinking is clearly shown above their rank track to help you track how they will act depending on your choices.