Jigūan: The Eastern Mechanist
Jigūan: The Eastern Mechanist Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Parts Supply board (1)
- 1 Five-Fold Tower scoring board (2)
- 1 Placement display board (3)
- 60 Gear parts (5 colors, 12 each)
- 50 Mechanical blueprints (5 colors, 10 each) (4)
- 54 Reward cards
- 5 Five-Fold Tower scoring tiles
- 5 Bonus reward tiles
- 36 Coins
- 4 Parts workbenches (5)
- 5 Workshop boards (6)
- 36 Player markers (4 colors, 9 each)
- 8 "50 points" markers
- 2 Rulebooks
- 1 Airship pointer
- 1 Resource-exchange-for-points tile
Component notes: Coins and 50-point markers. Gear parts come in five colors, numbered 1 to 5; each gear has a back side (a grey gear, with two variants marked on the back, used for the first and second halves of the game: see Setup step 6). Reward cards: the front shows the immediate / ongoing ability; the back provides energy points. Bonus reward tiles and the resource-exchange-for-points tile; Five-Fold Tower scoring tiles (x2, x3).
Airship pointer
Note: When playing for the first time, assemble the airship pointer first.
Symbol Explanation
- [icon: blank blueprint with ?, "±1"] Increase or decrease the value of a mechanical blueprint by 1.
- [icon: single arrow] Spend resources once to gain a reward.
- [icon: double arrow] Spend any number of resources; each time you spend them you gain the reward.
- [icon: blueprint with check mark] Complete a mechanical blueprint and gain a reward. (See page 8, Completing a Mechanical Beast.)
- [icon: crystal ball with ?] Gain X points of energy according to a condition. (See page 7, Energy Rewards.)
- [icon: gear with ?] Any one gear part.
- [icon: colon] According to the specified condition, gain the reward.
- [icon: lightning bolt] Gain the effect immediately.
- [icon: circular arrow] After the condition is completed, flip this card over.
- [icon: infinity] Permanent ability.
- [icon: clock] This ability can be activated during scoring.
※ If multiple symbols are present at the same time, the order of execution is: lightning bolt, then circular arrow.
Game Goal
Players collect parts to complete the blueprints of mechanical beasts, raise their rank in the corresponding Five-Fold Towers, and gain new blueprints or reward cards. When the gear parts in the supply area run out, a period ends and scoring takes place. The game lasts 2 periods; when the game ends, the player with the most honor points (score) wins.
Setup
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Place the Five-Fold Tower scoring board on the table, and the placement display board beside it.
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Display the 50 mechanical blueprints number side up and sort them by color, dividing each color into 2 stacks (each stack contains 5 blueprints, 10 stacks in total). Place each stack on the designated positions of the placement display board according to color.
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Divide the reward cards by the type shown on their front (two types of card frame: orange-framed / black-framed) into 2 face-up decks. Draw 2 cards from each of the two decks and place them in one row of the placement display board, filling each row in order. (As in the picture, they form a 4x5 card array.)
[Note] For a first game, players may choose the simple mode (see page 5, Beginner Play):
- Check the backs of the reward cards. Shuffle the cards that have the [gear] icon and place them face up (icon side up) as 2 decks.
- Draw cards with the [gear] icon from the supply deck and place 2 in each row of the placement display board.
- Deal the other reward cards that do not have the [gear] icon face up (ability side) evenly among the players.
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Randomly place the 5 Five-Fold Tower scoring tiles on the 5 tower-base positions of the Five-Fold Tower scoring board. Then, according to the color and multiplier of the Five-Fold Tower scoring tiles, place the corresponding bonus reward tiles on the top of the Five-Fold Towers (the framed space); afterwards flip the 5 bonus reward tiles and place the resource-exchange-for-points tile beside the board.
[Note] For a first game, players may choose the simple mode (see page 5, Beginner Play):
- During setup, randomly place the 5 Five-Fold Tower scoring tiles on the 5 tower-top positions of the Five-Fold Tower scoring board; the bonus reward tiles and the resource-exchange-for-points tile are returned to the box and not used in the game.
In a 4-player game, for example, each house space will hold 3 gear parts.
[Note] Remove some gear parts depending on the number of players.
- 4 players: do not remove any gear parts.
- 3 players: remove the 10 gear parts marked [4+ on the back].
- 2 players: remove the 20 gear parts marked [3+ on the back] and [4+ on the back].
- Beginner Play: regardless of the number of players, only remove all gear parts marked [type 2 on the back].
Beginner Play
- During the game, the abilities on the fronts of the reward cards are not used.
- The setup changes in the setup phase; for details see page 4, Setup steps 3 and 4.
- The game is played for only one round, after which final scoring takes place. In the scoring phase, only the following items are settled:
- Airship scoring.
- Energy point scoring. When settling the score, only look at the black-based Five-Fold Tower scoring tiles (3 tiles in total); all players multiply their own energy points by the multiplier to gain points.
- Reward card scoring. Every player checks the "scoring reward cards" in front of them (see page 10, Card Introduction B).
Game Flow
The game is played over two rounds; players take turns clockwise until a round ends. A player's turn proceeds as follows:
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On your turn, choose either Action A [a] or Action B [b].
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During your turn, you may perform exchange actions at any time.
Exchange actions (no limit on number of times):
- 3 points of energy: exchange for 1 coin.
- Place 1 coin on a blueprint: increase or decrease the value of the mechanical blueprint by 1. This can be stacked, for example: 2 coins = +2 or -2 (see page 3, Symbol Explanation).
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At the end of a player's turn, check the mission cards: if the conditions are met, you may immediately complete (multiple) mission cards and gain their rewards.
When a player takes the last gear part from the Parts Supply board, the end of the round is announced. That player also takes the airship pointer and becomes the starting player of the next round. [Important] Except for the player who took the airship pointer, every other player may take one more turn; after that, scoring for this round takes place. [See page 9, Scoring]
After the first round's scoring, take the gear parts marked [type 2 on the back] and, with the front (color) side up, randomly and evenly distribute them on the 10 house icons of the Parts Supply board. [Note] In 2- and 3-player games, some gear parts will be removed.
After the scoring of both rounds, the game ends immediately.
Action Introduction
Action A: Take Parts (required) & Buy a1/a2 (optional)
Perform in the following order: [icon: action a; choose a house on the supply board, take gear parts x2; colon; immediate energy reward].
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From the Parts Supply board, choose 2 adjacent houses and take the gear parts on them.
[Note] If there are still gear parts on the supply board, you must take at least one gear part. When one of the adjacent houses has no gear part, you may take the reward marked on that house (1 coin or 2 points of energy).
※ If the house has no icon, you may choose (1 coin, 2 points of energy, or 1 point of score).
[Note] If there are no gear parts at all on the supply board, this triggers the end of the round; a player who afterwards chooses Action A, although unable to take parts, may take both rewards marked on the houses (1 coin and 2 points of energy).
Example: Eric wants to take parts. He now has 2 choices: 1) take the red gear part, +1 coin; 2) take the green gear part, +2 points of energy. ※ In the example, Eric cannot take 2 gear parts, nor can he take 1 coin plus 2 points of energy.
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If you obtained gear parts, place them on any empty spaces of your "parts workbench" and trigger the energy reward.
[Note] Only 1 part may be placed on each empty space.
[Note] Unless there are no empty spaces left on the parts workbench, a player may not replace parts; if there are none, the player may replace a part and the replaced part is removed from the game.
※ Energy reward: [icon: colon, lightning bolt, crystal ball with ?] If, on the same straight line as that gear part (vertical, horizontal or diagonal), there is a mechanical blueprint of the same color or a mechanical beast of the same color, check the [energy points] on it; each energy point earns 1 point of energy. (Illustrated: a green gear next to a green blueprint = 1 energy; a green gear next to a green mechanical beast = 2 energy.)
Example: Eric took 2 parts and places the red and green gear parts in empty spaces of the parts workbench:
- The red gear drives the blueprint above it, gaining 1 point of energy.
- The green gear drives the blueprint below it and the mechanical beast at the upper left, gaining 3 points of energy.
Action B: Complete a Mechanical Beast (required)
[icon: b; (gear + gear) + gear: check mark]
※ Choose 1 "mechanical blueprint" in front of you. If on the same straight line as it there are exactly 3 gear parts and their numbers add up to the value of the blueprint, you may complete that mechanical beast following the steps below (only 1 mechanical beast may be completed per turn):
- Take 2 of the 3 gear parts and place them beside the workshop board; the remaining 1 part is not moved and stays on the parts workbench.
- Flip that blueprint over to become a "mechanical beast", and gain the following rewards in order:
- On that mechanical beast's honor tower, advance your "rank" by 1 space and immediately gain the corresponding reward.
- From the row under that mechanical beast's color on the placement display board, take 1 mechanical blueprint or 1 reward card.
[Note] If there are coins placed on the blueprint (see page 6, Exchange actions), when the blueprint is flipped all coins on it are removed to the supply.
[Note] If you use the advanced side of the parts workbench: when you complete the designated mechanical beast on a designated blueprint slot, you immediately gain the points marked on that slot.
[Note] If you raise your rank in an honor tower, you immediately gain the reward marked on that rank (coin, energy, or points [?]).
[Note] If the ranks of 2 adjacent mechanical-beast honor towers are both at the third level or above, immediately gain an extra 5-point reward.
[Note] At the end of your turn, refill the reward card supply area; if there are no cards left, do not refill.
Example: Eric wants to complete the blue mechanical blueprint, which has 3 parts on the same straight line and whose total value is exactly 8 (3+4+1=8):
- He removes the red gear and the green gear, keeping the blue gear on the workbench.
- Then he flips the blue blueprint over, turning it into a mechanical beast.
Eric completed the blue mechanical beast and immediately raises the blue honor tower (bear), gaining 2 VP; because the green honor tower is also past the third level, he gains an extra +5 VP. Finally, Eric takes 1 mechanical blueprint or 1 reward card from the blue row under the placement display board.
Scoring
※ Score in the following order:
- Airship scoring: the player holding the airship pointer gains 5 points.
- Energy point scoring: every player checks the "mechanical blueprints", "mechanical beasts" and "reward cards" in front of them. Each energy point of the color of a column matching an [x3] tile scores 3 points; each energy point of the color of a column matching an [x2] tile scores 2 points.
- In the first round's scoring, only look at the white-based Five-Fold Tower scoring tiles (2 tiles in total): x2 and x3.
- In the second round's scoring, only look at the black-based Five-Fold Tower scoring tiles (3 tiles in total): x2, x2 and x3.
- Honor tower bonus rewards: check the player markers on each honor tower; the player whose rank is highest gains the bonus reward. If several players are tied for highest in one tower, all of them gain the same reward.
- Reward card scoring: every player checks the "scoring reward cards" in front of them: each energy point of the specified color earns 1 point. (See page 10, Card Introduction.)
- Resource-exchange-for-points tile: all players may remove resources in exchange for points. (※ At the end of the game, every 3 remaining energy points are converted into 1 coin.)
- Remove "coins": each coin removed gives 1 point.
- Remove "mechanical blueprints": each mechanical blueprint removed gives 2 points.
Example, second-round scoring for Eric (black player), in order:
- Holding the airship pointer: +5 points.
- Settle the black-based Five-Fold Tower scoring tiles (x2, x2, x3): yellow energy points (2x2=4), green energy points (4x3=12), purple energy points (3x2=6), total +22 points.
- The black player's markers are highest on the red tower, green tower and blue tower, gaining (6 VP) + (2 VP) + (3 energy), a total of +8 points and 3 energy.
- Red energy points give an extra +1 point, for a total of +6 points.
- Remove 1 blueprint (2 VP) and 3 coins (3 VP): total +5 points.
In round 2, Eric earned 46 points in total.
Game End
※ After the scoring of both rounds, the game ends immediately.
※ The player with the highest score wins. If there is a tie, the player with more remaining energy wins; if still tied, the victory is shared.
Card Introduction
[A] Immediate Reward Cards
The color of the energy bottle on the card indicates the color of the energy points on the back of the card.
- [coin + 3 energy] Gain 1 coin + 3 points of energy.
- [supply board, gear x1] Take any 1 gear part from the Parts Supply board.
- [honor tower, up arrow] From the specified mechanical-beast honor tower, advance your marker 1 rank and gain the reward.
- [beast blueprint] From the placement display board, take 1 mechanical blueprint of the specified color.
- [gear of a color, double arrow, 2 points] Pay any number of gear parts of the specified color: each gear part paid earns 2 points.
- [5 energy or 3 coins, double up arrow] Pay 5 energy or 3 coins: choose 2 different mechanical-beast honor towers; your markers each advance 1 rank and you gain the rewards.
[B] Mission / Scoring Reward Cards
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Immediate reward card [honor tower ?, 3]: Immediately settle your rank in the specified mechanical-beast honor tower: each rank gives an extra 3 points.
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Scoring reward card [colored energy symbol, infinity]: During the scoring phase, settle the reward card scoring: each energy point of the specified color gives an extra 1 point.
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Mechanical beast mission card [three beasts, 8]: If, on your parts workbench board, there are 3 specified mechanical beasts connected to each other, in any order: at the end of your turn, check the mechanical beasts (no payment needed); then flip the mission card over and immediately gain 8 points.
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Part mission card [four gears, arrow, honor tower]: At the end of your turn, pay the 4 specified gear parts (remove them and return them to the game box); then flip the mission card over, advance your marker 2 ranks on the specified mechanical-beast honor tower and gain the reward of the rank where you finally stop.
[Note] Gear parts on the "parts workbench board" or beside the "workshop" may all be paid.
Workshop Abilities
[A] Energy Conversion (usable only once per turn)
- Spend 2 points of energy: immediately gain 2 points; or you may spend 2 points: immediately gain 2 points of energy.
- Spend 4 points of energy: immediately gain any 1 mechanical blueprint.
- Spend 4 points of energy: immediately take any 1 gear part from the Parts Supply board or from the game box. [Note] A part placed on the parts workbench may generate energy again.
- Spend 6 points of energy: choose any 1 mechanical-beast honor tower, advance your marker 1 rank and gain the reward.
- Spend 7 points of energy: at the end of your turn, you may perform Action A or Action B one more time. [Note] You may only perform A (take parts; no purchase may be made) or B (complete a mechanical beast).
[B] Extra Points (triggered when the condition is met, no limit on the number of times)
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Each time you perform Action B and complete a mechanical beast, gain an extra 2 points.
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Outside the scoring phase, each time you gain [immediate points], gain an extra 1 point. [Note] The immediate-point sources are: Five-Fold Towers, personal workshop, parts workbench, immediate reward cards, mechanical beast mission cards, part mission cards.
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Spend 1 each of parts 1 to 5: immediately gain 5 points.
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Each time you complete a mechanical beast mission card or a part mission card, gain an extra 3 points.
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Look at the 2 purchase payment rows of the workshop board (a1/a2): if both rows have passed or are stopped on space 2/3/4/5, immediately gain an extra 3/4/5/6 points.
Example: The black player's payment row (a1) is already on space 4; when payment row (a2) is advanced to space 3, the player gains a 4-point reward.