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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 —
a full Temple track, a full Garden track, a 6th gold slab, or the
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
last Painting tile being gifted — and both players then total all their character scores.
scores: '''Faith''', '''Commerce''', and '''Culture'''.


[[File:Tokaidoduo_board.png]]
[[File:Tokaidoduo_board.png]]

Revision as of 11:37, 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 — a full Temple track, a full Garden track, a 6th gold slab, or the last Painting tile being gifted — and both players then total all their character scores.

File:Tokaidoduo board.png

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 (or the character's action) is always optional —

the move itself never is.

  • A single move can never pass through the same space twice.

The Pilgrim

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

  • May pass through stations occupied by another meeple.
  • If the intended landing stailgrim or either Merchant)

, the Pilgrim instead lands on the next empty station and uses that station's effect .

Station Effect
Coastal Town Gain coins value (2, 3, or 4). 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 h

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

s none) and place it on the m

Hot Spring token: before 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 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 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 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 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 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 immediately converts into 1 g placed in the leftmost empty slot on your Merchant board. Gaining your 6th gold slab ends the game.

The Artist

The Artist crosses a graph ofer of zones 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:

  • Paint — reveal face-down Painting tiles from your Artist board equal to the number
of other characters (any player's) currently in your arrival zone or on a station/stop wi

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.

Wave Tiles

Landing on a Seashore grants a Wave tile, placed on the matching 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.

Character Side Name Effect
Pilgrim 1 Hasty Move +1 beyond the die result (always move at least 1).
Pilgrim 2 Tranquil Move −1 below the die result (always move at least 1).
Artist 1 Proficient Reveal 1 additional Painting tile when painting.
Artist 2 Inspired Gift eligibility extends to any icon begun, passed through, o

r ended on during the move.

Merchant 1 Crafty astal town.
Merchant 2 Robust Draw 1 extra Ware at Mountain towns; storage cap raised to 6.

End Game

The game ends the instant any of these is triggered:

  1. A Temple track reaches slot 9.
  2. A Garden track reaches slot 6.
  3. A player gains their 6th gold slab.
  4. A player gifts their 10th (final) Painting tile.

Play finishes out the current round (all 3 dice for that round are used) before scoring.

Scoring

Score Formula
Faith Temple track value × Garden track value
Commerce Points prlled gold slab slot
Culture Points printed at the bottommost, rightmost revealed position on your A

rtist board

Highest total wins. Ties are broken first by coins on hand, then shared as a draw. Leftover coins, Wares, and unrevealed or un-gifted Painting tiles never score points.

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, 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

  • Movement distance and destination legality are enforced automatically — illegal moves si

mply aren't offered.

  • 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.