Join your friends and travel the legendary and beautiful
East Sea Road in Japan. Along the way, check in for hot baths, majestic
landscapes, and brilliant food. If you don’t have the scratch to schedule the
trip with your travel agent, fear not! Tokaido will get you closer to your
dream vacation than you’d have imagined a box full of cardboard could.
I’ll admit to trying this game out only because AntoineBauza designed it. I’m glad I did, as it’s a marvelously-produced game, with
attractive bits, bright colors, quality card stock, and a beautiful board.
Tokaido sets up a world in which I feel less compelled to compete with my
neighbors, and more compelled to spend a few days pondering the beauty found in
a Pacific sunrise.
In Tokaido, players join together for a journey down a long
and winding path, stopping in all sorts of tourist-y locations to try the
wares. The player who is farthest behind is the active player, and can move as
far down the path as he or she would like, with the only rule being that players
can’t share a space (though the number of spaces is increased in a 4-5 player
game). My immediate reaction was to think about jumping all the way to the end
of the path, as though I’d decided to fly instead of walking. Fortunately for
me, my friends convinced me to change plans and only take a step at a time,
which proved both thematically appropriate and integral in my pursuit of victory.
The Odawara Castle watches over the "Tokaido", or literally the "east sea road". |
As each player takes a step on the path, he or she stops in
a location that provides some luxurious benefit and the victory points that go
with it. Some are works of art that represent sight-seeing, from which players
earn points by collecting pieces of art, then a bonus for completing the
panoramic picture first. Others are types of food that players eat during nightly
stops, and the combinations of foods lead to high victory point scores during
and at the end of the game. In general, players will move slowly, only as far
as is required, because of the missed opportunities (victory points) that come
from skipping a location. It’s a great example of game mechanics matching theme
– players are encouraged to take their time, stick together, and visit as many
locations as possible along the way.
I'm walking the Tokaido to see the Hanabi |
Players start with characters that can be wildly different
and gain bonuses from different types of locations found on the path. This
provides for a reasonable amount of variance from play to play, in a game that
doesn’t have a ton of it. Make no bones
about it, Tokaido is definitely a Euro, in that there is very little player
interaction (none, if you don’t count taking spaces away from other players. This, combined with a nightly “stay” at inns along the way – placed where
players must stop and wait for the
group to catch up – makes the game feel much more cooperative than most
competitive games I’ve played. It’s a neat feeling, and added to the
experience. It’s another nice example of mechanics intertwining with theme in a
meaningful way, something not always associated with our game-designing friends from across the Atlantic.
Panoramic art, collected at stops along the road. |
As players visit locations, stop at the inns, and gather
bits and pieces of local culture along the way, they inch up the victory point
track a few points at a time. It’s interesting to see how the game tends to
score in waves – a player will get ahead, but then others will catch up as they
visit locations between the leader and the person farthest back. At the end of
the game, there are some awards for players who’ve accumulated the most of the
various types of cards in the game, at which point the traveler with the
highest score is the winner.
Tokaido is beautiful and beautifully-designed, with mechanics that strongly support
the game’s theme. I recommend it for any play group of 3-5 (I haven’t played a
two-player game yet) that enjoys light competition and typical “Euro”
mechanics, and wants to share a journey of discovery. As with almost all of
Antoine’s games, there is a ton of iconography involved, which means there’s a
bit of a learning curve as players figure out what the symbols mean. It also
means there’s very little reading involved, which makes the game much easier
for kids to pick up, and for new game players (provided they’re ok with being
led by the hand a bit in the first game). This one is an obvious addition to my
game library, and I’m very much looking forward to “Tokaido: Crossroads”, the
upcoming expansion.
JR Honeycutt is a full-time husband and game-player, and co-host of The Nerd Nighters. You can find him on Twitter at @JayAhre or at a Friendly Local Game Store in Dallas/Fort Worth, Texas.
This one is high on my list of games to play with my kids.
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