Jakarta Traffic
Jakarta Traffic Rulebook
Table of Contents
Table of Contents
Goal
Collect as many star points as possible. Don't get stuck in traffic for too long.
Components
- 4 moped tokens (one per player color)
- 4 energy markers
- 12 speech bubble tokens (3 in each player color)
- 5 delivery addresses: Business Center, Spa, Residency, Workshop, Mall
- 36 order tokens (6 of each type: Nasi Goreng, Sate, Bakso, Bapak, Ibu)
- 1 manipulation marker (the Ondel Ondel)
- 1 compass token
- 1 startplayer marker
- 25 star tokens (values 7, 5, 4 and 3)
- 2 dice (6 sides)
- 4 phones (1 for each player)
- 30 street tiles (20 pick up locations, 5 buildings, 5 charging stations)
- 8 boarder tiles
- 4 playerboards (one side shows a moped for the human player; the other side is for solo mode or when adding a bot)
- 1 double-sided order board
Preparation
To set up the game, follow these steps:
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Begin by assembling the frame, carefully inserting the 8 parts into each other. The letters on the parts will guide you in placing the tiles correctly.
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Create 5 piles of tiles, each consisting of 3 pick up locations (with a round circle in the middle), 1 charging station (with a triangle in the middle), and 1 building (with a square in the middle).
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Shuffle the 5 piles and distribute the 5 tiles from each pile into the 5 horizontal lines within the frame. Ensure that buildings are not placed adjacent to each other orthogonally. If needed, swap a building with a traffic tile.
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Create piles of orders, one for each type (Bakso, Nasi Goreng, Sate, Ibu, Bapak*), containing as many orders as there are players plus one additional order (e.g., 4 orders of one type for 3 players). Place these orders randomly on pick-up locations on the street tiles (within the circles). Ensure that each horizontal and vertical direction contains exactly one order. Note that orders cannot be placed on buildings or charging stations throughout the game.
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Position the orderboard next to the playing field for easy visibility. For the first round we advise you to play with the A side up! The B side offers an alternative delivery mechanism. Place the star token next to the orderboard. Randomly distribute one order token of each type onto the order fields. Additionally, place the five delivery addresses from the base game (Spa, Mall, Workshop, Residential Area, Business Center) onto the address spaces in a random order. The sixth location, the mosque, is only used when playing with the "Azan" module (refer to the modules for details). Place the manipulation marker and the compass on the marked spots. Place the dice beside the board.
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Each player chooses a color and takes the corresponding player board, moped, energy marker, and mobile phone. Make sure to use the playerboard side showing a moped; the other side is for the solo mode or when you add a bot. Arrange your display as illustrated. The energy marker represents the battery level of your mobile phone, which starts the game fully charged (maximum of 3 Energy). Mark this on your energy bar using the marker. Place the three speech bubble tokens of your chosen color next to the orderboard.
Food and terms used in the game: Bakso is a meatball soup. Nasi Goreng is fried rice often served with egg. Sate is a chicken skewer. Bapak is calling for older men in Indonesia. Ibu is calling for older women in Indonesia.
The source lists the nine soundtrack tracks: 01. Putu, 02. Lato Lato, 03. Lampuh Merah, 04. Polisi, 05. Ayam Bakar, 06. Masuk Angin, 07. Terus Kembali, 08. Jalan Jalan Sore, 09. Orang Banyak.
Gameplay
The game is played in turns and comes to an end as soon as at least one player has collected 4 stars.
During your turn, you have the opportunity to take exactly two actions. First, you can choose to honk your horn and manipulate the traffic, and then you must drive your moped to a different parking spot. While manipulating the traffic is optional, driving is a mandatory action, as the bustling streets of Jakarta never come to a standstill, and you'll find yourself carried along by the flowing masses of vehicles.
01 HONK (optional)
In this phase, you have the option to manipulate the traffic. The city layout consists of street tiles, which are separated in pick up locations, charging stations and buildings.
Icons on the tiles: any street tile, pick up location, charging station, building.
You have two choices for this action:
01. Rotate any street tile. This can be done provided there are no tokens or mopeds present on the street tile. Once rotated, mark the tile with the manipulation marker. Tiles with the manipulation marker cannot be further manipulated until the manipulation marker wanders.
If you are uncertain about the resulting path when you rotate a tile, you can utilize the compass token to indicate the direction pointed by the arrow on the tile. If you change your mind, you can realign the tile so that the arrow aligns with the compass.
02. Swap the tile in your possession with any other pick up location or charging station on the game board, aligning it as desired. Similar to the previous action, the tile on the board must not have an order token, moped, or the manipulation marker on it. Buildings can never be exchanged. Once swapped, mark the exchanged tile with the manipulation marker.
If you are unsure about how the path will change when you swap it with your tile, you can place your tile on the designated field and observe how the maze transforms accordingly.
The manipulation marker is always (re)placed onto the tile that was manipulated.
Please note that you always have to mark the tile you moved with the manipulation marker. The manipulation marker is represented by an Ondel Ondel. Those are masked people wandering the streets of Jakarta asking for money but really are responsible for many traffic jams.
The edge of the game board contains small alleys known as "Jalan Tikus"*. You cannot manipulate those paths.
*"Jalan Tikus" translates to "mouse alley" and refers to small alleys or narrow paths in Indonesia.
02 DRIVE (mandatory)
Now it's time to hop on your moped and hit the road! Your journey will follow the blue path. You always park in the center spot of a tile, known as a parking spot, you can choose any path that matches the shape of your parking spot to exit the tile. In Jakarta Traffic, there are three types of parking spots: Pick-Up Spots (circles), Delivery Addresses (squares), and Charging Stations (triangles). Ride along the blue path until you reach a dead end marked with one of these geometric shapes, where you'll park your moped in the corresponding parking spot on that tile.
By the end of your ride, you may encounter different tokens in the parking spot you are stopping, such as order tokens, mopeds from other players, or the manipulation marker (see next chapter).
Note that this phase is mandatory and you are not allowed to circle and park in the parking spot where you started your turn.
DETOUR (instead of DRIVE)
If you are really stuck or just want to gamble, instead of driving the normal path you can take a detour. Roll the two dice to define the coordinates of the parking spot you must park. A 6 mirrors the number of the other dice. If you roll a double 6, you can pick any parking spot on the board to park in ... everyone will hate you. You encounter a token as usual (see next chapter).
Encounter a Token
You encounter a token when you park in the same parking spot with the token. You can either encounter an order token, park with competitor mopeds or park where the manipulation marker was placed. Parking in a triangle will charge your energy.
Order token. If you end your ride in a pick up location with an order token, you have the option to accept it. To do so, you must spend one energy and store the order in your mobile phone. However, if you have no energy remaining, you cannot accept or fulfill any orders. After accepting an order, move any remaining order tokens to a vacant pick-up location. Keep in mind that you can accept a maximum of two different orders and transport only one passenger at a time (although in Jakarta, it's not uncommon to see three or even four people riding on a single moped). If you are unable to accept an order due to a lack of energy, insufficient space, or personal preference, simply replace the order token stack and don't spend energy.
Competitor moped. If you end your ride in a parking spot occupied by a competitor's moped, it's time for a friendly chat. During this interaction, both players take out their power banks and charge their mobile phones. Each player receives one energy, which should be marked on their energy bar on the phone. If your energy is already fully charged, no additional energy is gained. Additionally, take one of your speech bubble tokens and place it on your player board. Speech bubbles will grant you bonus Starpoints by the end of the game (only the active player gains a speech bubble token).
Manipulation marker. If you end your turn on a parking spot occupied by the manipulation marker, simply put the manipulation marker aside on its spot on the orderboard; it comes into play again once a player manipulates the traffic (see honk).
Charging your mobile phone. If you end your ride in a charging station (triangle), you will immediately receive up to 3 energy. Remember to mark this on your energy bar in your mobile phone. (You can park here, even when your energy is not at 0 yet.)
Deliver an Order
Once you have accepted an order, you can deliver it to one of the five designated delivery addresses. The specific delivery address is indicated on the orderboard, but keep in mind that the delivery address can change during the game.
If you successfully end your turn in the parking spot corresponding to the desired delivery address (squares), you can spend 1 energy to fulfill the order. However, if you have no energy remaining, you will not be able to fulfill the order at that time.
Upon completing a successful delivery, take the star token adjacent to the order and place it in your star bar on your phone, from left to right.
Then, move the order token to the bottom of the bar, causing all other orders below it to shift up. Similarly, move the delivery address token up, with all addresses above it moving down.
Example: Nanta delivers Nasi Goreng to the Residential Area; she pays one energy. She gets a star with the value 5, which she places on her playerboard. The Nasi Goreng will go all the way down, the Residential Area will go out and up.
Example (orderboard): Now Bakso, Nasi Goreng and Bapak can be delivered at the same time to the Mall. The Ibu has now a value of 5 stars, but she changed her address and now wants to go to the Spa.
Delivering two orders to the same delivery address
There may be instances where two orders need to be delivered to the same delivery address. In such cases, you simply deliver both orders simultaneously while only paying 1 energy. After adjusting the delivery addresses as usual, decide how you want to arrange the two orders in the two lowest positions on the bar. Remember to place your delivered orders on your player board in case of tie-breaker situations at the end of the game.
If you park in a parking space assigned to a delivery address that does not match any of your orders, no action is taken. However, it's worth noting that if you stop with a competitor's moped on a delivery address and then use the parking space, you will immediately receive an energy (chatter). In the event that you deliver two orders and accumulate more than four stars, that's perfectly fine! Consider it an exceptional performance. The end of the game will be triggered, and you will count the starpoints from all five stars to determine the final score.
In the rare case that you start your turn in a parking spot of a delivery address that you have to deliver one of your orders to, too bad: you must follow the second phase of your turn and drive to a different parking spot. You can therefore not deliver in this turn.
Game End and Victory
Once at least one player has collected 4 stars, the game end is triggered. The current round continues until its completion, ensuring that each player has an equal number of turns.
Final scoring:
- Tally up your star points.
- For every energy you have remaining, you will earn 1 bonus star.
- Speech bubble tokens will give you bonus stars (1 speech bubble = 1 star, 2 speech bubbles = 3 stars, 3 speech bubbles = 5 stars).
The player who accumulates the highest total of star points is the winner!
Congratulations! You will be hailed as the fastest Ojek Driver in Jakarta. Stories of your legend will circulate throughout the city for decades, while you enjoy your well-deserved retirement in Lombok (similar to Bali but less crowded)...
Example: Nanta has collected 3 stars worth 15 points. She managed to collect two speech bubbles, which gain her 5 bonus stars. Her fully charged phone battery gains her another 3 points. Final score: 23.
Tie Breaker
In the event of a tie, the victor is determined by the number of passengers (Ibu, Bapak) delivered. If there is still a tie, the player with the most stars collected takes precedence (not value, star token). If this fails to resolve the tie, the player with the most remaining energy claims the victory. Should another tie occur, a rematch must be played to determine the ultimate winner.
The source illustrates the tie breaker as: passengers (Ibu, Bapak) > stars > energy.
Iconography
The source's icon key, listed with its printed labels:
- Tiles: Any street tile; Pick up location; Charging station; Building; Parking spot; X in the parking spot shown; Manipulation marker.
- Pieces and tokens: Your moped (you); Competitor's moped; Order token; Stack of orders; Speech bubble; Star with value X; Energy.
- Phones: Your phone; Competitor's phone; Gain / lose 1 energy; Gain max. energy; Accept an order; Gain a star; Gain a speech bubble.
- Orders and passengers: Bakso; Nasi Goreng; Sate; Ibu (passenger); Bapak (passenger); Delivery address; Complete an order.
- Actions and symbols: Drive; Either / or; Not the same; Only 1; Swap Y with X; Spin Y; Place Y on X; End of the game; Gain X bonus starpoints for Y.