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Hida-furukawa

Hida-furukawa Rulebook

Table of Contents

Table of Contents

  • Components
  • Set-up
  • Card Description
  • Starting a Round
  • Playing the Game
  • End of a Round
  • Game End
  • Special Property Cards (Bathhouse) and Their Effects
  • Bonus Combinations
  • 2 Player Game
  • Advance Mode

Components

  • 30 Properties cards
  • 12 Special property cards
  • 5 Central base cards
  • 1 starting player card
  • 1 Discard pile / Most money bonus card
  • 60 coins: Silver $1 x36, Black $3 x24
  • 1 Rulebook

Set-up

The game is played over four rounds for the quick game, and over 6 rounds for the normal game:

  1. Arrange the properties into four (quick game) or six (normal game) face down stacks according to the icons (For the quick game, put the remaining 10 cards back in the box).
  2. Shuffle all the special property cards and deal two face down on top of each property stack. For the quick game, put the remaining 4 cards back in the box without revealing them.
  3. Each stack should now have 7 cards. (5 properties cards & 2 special property cards)
  4. Place the "Discard Pile" card next to the stacks, any discard cards should be placed face down under this card.
  5. Players have a "Central base" card, they place it in front of them. Throughout the game they will build the properties on and around this card (8 spaces surround this card).
  6. Put all the coins in the centre of the table within easy reach of all players.

The oldest player is the starting player.

Card Description

The card description is labelled as follows:

  • Score
  • Name of card
  • Combination
  • Combination score
  • Icon
  • Card effect (special property cards only, see Special Property Cards)

Starting a Round

At the start of each round proceed as follows:

  1. Each player collects 12 coins. At the end of each round players can carry up to 3 coins to next round if they didn't spend everything.
  2. In the 1st round the oldest player will be the starting player and receives the first player card.
  3. The starting player takes a stack of property cards and reveals these 7 cards to all players so that everybody knows the special property cards in this round.
  4. The starting player shuffles these cards and deals face down one card to each player, discards 1 unrevealed card underneath the "discard pile" card. Depending on the number of players leaves 0-2 cards face down in the middle of the table. Table for easy reference:
PlayersPlayer's CardOn TableDiscards
2 players301
3 players201
4 players121
5 players111
  1. Players look at their card in secret and the round can begin.

Playing the Game

The start player begins with placing an initial bid on their face down card, "Zero" bid is allowed.

All other players now have to make their own bid (they too can bid zero). This is done in secret, so all players should put the coins in their hand and make a fist.

Players place their fist on the table to indicate they are ready. Once all other players have their fists on the table, the active player counts to 3 and all players reveal their bids.

The highest bid claims the card and reveals it. All bids are discarded including the ones that lost.

  • If the highest bid was tie, then the 2nd highest bid wins the property card.
  • If the 2nd highest is also a tie, then the next one, etc.
  • If all bids are tied, then the card goes to the active player (even if bid "Zero").

The player who won the bid has to place the new building into their 3x3 property grid. It can also be placed on top of the central base card but never on top of any building previously acquired. Once a building has been placed, it can't be changed in the future unless a particular effect allows it.

The round continues with the player to the left of the previous active player. Repeat the above steps.

The round ends when all the cards have been bid for. If there is any card left in the middle of table (excluding the discard pile), then all players simultaneously place a hidden bid for this card, if there are two cards, the active player chooses the order without looking at them. If nobody offer the highest bid, this property will be discarded.

The round ends when 6 cards have been bid for.

IMPORTANT: Most special properties have an immediate effect that you need to use when acquired. Note that special properties can also be part of combos.

IMPORTANT: Players may run out of space on the grid during the game. If this happens, they can still purchase properties but keep them separate in a pile. At game end, the score values still count but no combos are created with these cards.

Note: the printed "this property will be discarde." is corrected here to "discarded". Other spelling and grammar in the source is kept as printed.

End of a Round

Once a round is completed players need to check for the following:

  1. Whoever has currently the most points will be the starting player of the next round.
  2. If a player has coins left, they must reveal the amount and discard down to 3 coins which they keep for the next round.
  3. The player with the lowest score will get the following advantages:
    • They collect 15 coins instead of 12 from the bank before the next round starts (e.g. Peter carried over 3 coins from the previous round, he will start the new round with 18 coins because he has currently got the lowest score).
    • They can look at 1 face down card of their choice at any time during the next round. Either the card from another player's hand, or the left over face down card on the table (if any).

Game End

The game ends after the 4th round (quick game) or the 6th round (normal game). Players will then add up:

  • Total value of the properties cards they acquired (regular and special);
  • Total value of the bonus combinations they managed to create;
  • Whoever has the most money left by the end of the game will receive 4 bonus points.

The player with the highest score is the winner. In case of a tie, the tied players share the victory.

Special Property Cards (Bathhouse) and Their Effects

Special Buildings are worth 1, 2 or 3 points on their own and can be part of bonus combinations.

  • REFUND (1 Point): Receive 5 coins from bank after acquiring this building.
  • DRAW (2 Points): The player draws 1 card from the discard pile and immediately places it into their grid. If another "Bathhouse" card has been drawn, then play it into the grid and immediately apply its effect again.
  • EXTEND (2 Points): The player who acquires this building can place it outside the 3x3 area and it does not have to be adjacent to an existing building. This will allow the player to create additional combinations (see example).
  • PEEK (3 Points): The player looks at any one face down card that is still up for bidding.
  • COMBO (3 Points): By the end of the game, any combination that was achieved, will be worth additional bonus points: for 1, 2 or 3+ combos, that player can receive 0, 3 or 5 bonus points respectively. If you own both special buildings you receive those bonus points twice.

The source figure "The location for 'Extend' card and scoring" marks the checked positions outside the 3x3 area. Example: Total score 21 points; Property score 12 points; Combination score 9 points.

  • EXCHANGE (1 Point): After placing this building into the grid, the player can immediate exchange the position between two of their own cards or trade one of theirs with an opponent's card (of the player's, not the opponent's, choice). Both players can freely choose where to place these new cards. Effect from exchanged card can't be used again. Optionally, the player can use this special building to place it on an already occupied location in their own grid, the building that occupied that spot can now be placed on a different empty location (or put aside if all locations are full) or exchange with opponent's card. This can be useful to create more bonus combinations.

Example from the rulebook: Peter uses the effect of "Exchange" to request John give him "coffee shop" card, then he returns "playground" to him.

Bonus Combinations

  • Combo 1: Three of a kind - 111, 222 or 333 point cards in a line (vertical, horizontal or diagonal) scores 3 bonus points.
  • Combo 2: Straight - 1, 2 and 3 point cards in a line (vertical, horizontal or diagonal) scores 3 bonus points, this sequence can be scrambled.
  • Combo 3: Three zero "0" cards in a line (vertical, horizontal or diagonal) score 10 bonus points.

Each card can combine with several combinations.

Example from the rulebook: Horizontal 1+2+3+3 (bonus point) = 9. Diagonal 2+1+3+3 (bonus point) = 9. Total score 23 points.

2 Player Game

In the 2-player game the rules remain the same except that the active player does not make an open bid, instead, both players place hidden bids for all cards. The game plays over 3 rounds instead of 6. You can also use the Advance Mode below with 2 players.

Advance Mode

The rules stay the same as per the original rules except shuffle all cards together (regular and special properties) and create 4 (short game) or 6 (normal game) stacks of 7 random cards. As per the table above deal out cards according to number of players. So in this mode, players will not know what cards will be available each round.