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ぬくみ温泉開拓記 (Nukumi Onsen Kaitakuki) thumbnail

ぬくみ温泉開拓記 (Nukumi Onsen Kaitakuki)

ぬくみ温泉開拓記 (Nukumi Onsen Kaitakuki) Rulebook

Table of Contents

Table of Contents

  • Components
  • Setting Up
  • Game Play
    • The objective for each player
    • Player actions
    • Game Play
      • Phase 1 - The Event Phase
      • Phase 2 - The Helpers Phase
      • Phase 3 - The Acquire Resource Phase
      • Phase 4 - The Action Phase
      • Free Actions
      • Phase 5 - The Clean-up Phase
    • End of Game - After 5 rounds
    • Advanced Rules
  • Performing Actions (Player Action Boards)
    • 1 - Mining
    • 2 - Logging
    • 3 - Planning Meetings
    • 4 - Cooking
    • 5 - Gold Mining
    • 6 - Recruitment
    • 7 - Moving (there are 2 spots on each board)
    • 8 - Add an Action
    • 9 - Construction
    • Free Actions
  • The Main Board
    • 1 - Vacant Squares
    • 2 - 'Helper' Squares
    • 3 - '2 Coins' Squares
    • 4 - Central Square
    • 5 - Nukumaru Square
      • Chasing Nukumaru!
    • 6 - Carriage Stop Squares
    • 7 - The 'Fun' Track
    • 8 - The 'Oishi' Track
  • Partner Board Layout
  • Calculating Victory Points
  • Additional Action Cards
  • Round Cards
  • Partner Boards - Abilities Explained
  • Building Tiles
  • Helpers - Abilities Explained
  • Solo Rules (1) - Score Attack!
  • Solo Rules (2) - Chasing Nukumaru!
  • Frequently Asked Questions

Components

  • 40 Helper Cards
  • 12 Additional Action Cards
  • 7 Round Cards
  • 1 Start Player Card
  • 80 Resource Tokens
  • 40 Currency Tokens
  • 53 Building Tiles
  • 1 Six-sided Die
  • 4 Pioneer Pieces (1 in each player colour)
  • 48 Pioneer Cubes (12 in each player colour)
  • 1 Nukumaru (Cat) token
  • 1 Main Game Board
  • 4 Personal Player Action Boards
  • 6 Accompanying Partner Boards
  • 4 Individual Player Bags
  • 4 Player Reference Cards
  • 1 Rulebook

You only need to read pages 1-5 to start playing!

Setting Up

  1. Choose a colour for each player. After that, give each player a personal player board, a Pioneer piece, and 12 cubes in their colour.

    You can choose to use either Side A or B to play. However, for a first play, we recommend starting with Side A.

  2. Hand out an accompanying partner board to each player.

  3. Give each player 1 Stone, 1 Wood, 1 Networking and 1 Food along with a bag. Place these resource tokens into the bag.

  4. Place the remaining resource tokens, including gold (These are tokens that may replace stone, wood, connections, and food), and money in a convenient area accessible to all players to make a general resource storage area.

  5. Shuffle the round cards and randomly select 5 to place face up next to the main game board. Return the remaining 2 to the game box. They will not be needed for the remainder of the game.

  6. Shuffle the helper cards and place them face down next to the game board.

  7. Place the main game board in the centre of the table.

  8. Place each player's Pioneer piece in the central square on the main game board.

  9. Roll the die and place Nukumaru on the spot corresponding to the result.

  10. Place a cube from each player onto Lvl 0 of each square of the two tracks on the right of the main board. One for the 'fun track' (symbolised by the smiling face) and another for the 'oishi track'* (symbolised by the bowl of rice).

    *'Oishi' is a Japanese word representing the 'deliciousness' of food!

  11. Each player places their remaining cubes on their partner board in a way such that only the left-most number 4 is exposed. (see diagram on the right)

Game Play

The objective for each player

The objective of each Pioneer is to contribute to the development of the onsen town and gain the most victory points. At the end of 5 rounds, the player with the highest number of points wins!

There are 7 ways to gain victory points:

  1. Construct building tiles
  2. Play helper cards
  3. Collect Coins
  4. Get the Nukumaru bonus
  5. Satisfy the end conditions on the Partner Board
  6. Construct at least 8 buildings
  7. Take additional actions

*Refer to Page 9 for more details on victory points.

Constructing new buildings is a key strategy in developing the town. When in doubt, prioritise this!

Player actions

Player actions are performed clockwise from the start player, one at a time. Each player's turn will continue until they run out of resources. When this happens, the player will be forced to pass on their turn. If a player runs out of resources during their turn, they will also not be able to take the free actions described in Phase 4.

Actions are used to move Pioneer pieces, construct buildings, and add resource chips. Players may perform actions by placing resources drawn from their bag on their turn onto their personal board.

Essentially, players move their Pioneer piece on the common board and may construct buildings where they are located. Each player should place cubes of their colour on a building at the time of construction in order to identify the player who built it.

Game Play

The game consists of 5 rounds and each round has 5 phases.

Phase 1 - The Event Phase

Apply the effects listed on the round card for the current round, clockwise from the starting player. The "Round card for the current round" begins with the leftmost card laid out from Set-up Step 5.

For example, in the figure in the rulebook, the game is now in the 3rd round with the "Seasonal Local and Seafood Special" card applying.

Phase 2 - The Helpers Phase

Each player draws a Helper card and adds it to their hand. Players should keep their unplayed Helper cards hidden from their opponents.

Phase 3 - The Acquire Resource Phase

Each player draws as many resources as they are allowed to from their bag. Players should refer to their partner board for the number of resources they can draw. The player holding the 'starting player' card face-down gains one extra resource.

The resources in the game are Stone, Wood, Networking tokens, Food and Gold. Coins represent the currency of the game.

*See page 8 for rules on turning the Starting Player card face down.

Phase 4 - The Action Phase

Beginning clockwise from the starting player, place resources on the vacant actions on their personal player board or partner board and activate the effect of the action.

Each action may only be performed once per round and each player may only perform one action before play moves to the next player. A player who runs out of resources will be forced to pass for the rest of the round and will also not be able to perform the free actions later.

When taking an action, remember to place the resources onto the right spots! This is to make sure players are reminded which actions have already been taken. You may place the resources close to the card to see if the conditions are met to perform the action!

Free Actions

Certain actions are considered 'free actions' and may be performed unlimited times by each player during their turn without the need to end the turn.

There is no restriction on when to play a free action and players may even interrupt their action activation steps to play a free action. For example, when recruiting helpers, it is possible to move as a free action after the first card is played and before the second card is played.

*See pages 6-7 for details of the actions and free actions each player may take.

Phase 5 - The Clean-up Phase

Each player collects all the resources placed on their personal board and partner board and puts them in their bag. Thereafter, turn the round card for the current round face down. Resources are not allowed to be carried over to the next round.

End of Game - After 5 rounds

The game ends after the 5th round card is turned face down during the 5th Clean-up Phase. Each player adds all the victory points earned during the game. The player with the highest total is the winner! In the event of a tie, the players share the victory.

Points are scored in the following manner:

  1. Victory points for constructing building tiles marked by your Pioneer markers.
  2. Victory points for Helpers played.
  3. 1 Victory point for each Coin.
  4. Victory points on the 'starting player' face down card (if any).
  5. Victory points for your partner's end-game abilities.
  6. Victory points for building bonuses on your partner board (if conditions have been met).
  7. Victory points for any additional action cards held.

Advanced Rules

When setting up the game, make the following changes:

  1. Shuffle the helper cards and draw the top 3 cards and place them face-up.
  2. Do the same for the additional action cards.

During the game, make the following change:

  1. When drawing a Helper card, players may choose to draw blind from the top of the face-down deck or one of the 3 revealed Helpers. If a revealed Helper is drawn, move the cards to the right and draw the next Helper from the deck to fill the vacant first slot.
  2. Do the same for the additional action cards.
  3. During the clean-up phase (5th Phase), send the right-most Helper to the bottom of the deck, shift the Helpers to the right and draw a replacement to fill the vacant first slot.
  4. Do the same for the 3 revealed additional action cards.

Performing Actions (Player Action Boards)

On their turn, each player can take one action by using their resources through their individual Player Action boards. Each action can only be performed once per round. After taking their action, the turn moves to the next player.

*There are also certain free actions that may be taken an unlimited number of times during each round.

Players who run out of resources will be forced to pass thereafter. The explanations of the actions are detailed below.

1 - Mining

This action may be taken by paying 1 Stone and 1 other resource of the player's choice. The player taking this action will receive 2 Stone to place into their bag and 1 Helper into their hand.

2 - Logging

This action may be taken by paying 1 Wood and 1 other resource of the player's choice. The player taking this action will receive 2 Wood to place into their bag and may play 1 Helper from their hand.

3 - Planning Meetings

This action may be taken by paying 1 Networking token and 1 other resource of the player's choice. The player taking this action will receive 2 Networking tokens to place into their bag. The player will also advance their marker on the 'fun track' and receive any benefits from doing so.

4 - Cooking

This action may be taken by paying 1 Food and 1 other resource of the player's choice. The player taking this action will receive 2 Food tokens to place into their bag. The player will also advance their marker on the 'oishi track' and receive any benefits from doing so.

5 - Gold Mining

This action may be taken by paying any 3 resources of the player's choice. The player taking this action will receive 1 Gold resource to place into their bag and 4 Coins into their general supply. (Gold tokens may be used interchangeably with Stone, Wood, Networking or Food tokens where permitted).

6 - Recruitment

This action may be taken by paying any 2 resources of the player's choice. The player taking this action will receive 1 Helper into their hand and may play up to 2 Helpers.

7 - Moving (there are 2 spots on each board)

This action may be taken by paying 1 Networking or 1 Food token. (Gold tokens may not be played for this action) The player taking this action may move his Pioneer piece to an adjacent space on the main board. The player may move to squares occupied by other players or constructed building tiles.

8 - Add an Action

This action may be taken by paying any 1 resource token and 4 Coins. (if the player already has 1 additional action card, then they must pay 6 Coins) Choose one of the face-up action cards and place it on one of the vacant Action Card slots on your partner board. These additional action cards may be used by the player within the same round.

9 - Construction

This action may be taken by paying the resources required to construct the building tile. The player may then construct a building on the square that their Pioneer piece is currently on. Squares that already have a building tile may not be constructed on. Buildings may also not be constructed on the 'permanent' locations already on the board such as the Central Square, the Nukumaru spots and the Carriage Stop squares.

When constructing a building tile, the player places a settlement marker of their colour on the tile taking from the top left of their partner board in order. As settlement markers are used, the number of resources a player may draw increases according to the number revealed.

Building NamePointsConstruction MethodEffect
Stall51 Wood and 1 FoodNone
Public Bath102 StoneNone
Ryokan (Local Inn)233 Stone and 3 CoinsNone
Nukumaru Statue81 Gold and 3 CoinsNone
Nukumi Palace403 GoldNone
Souvenir Shop72 WoodWhen constructed, gain 1 Coin for each surrounding building tile. Permanent locations do not count as a 'surrounding' building.

Free Actions

Free actions may be taken any time during a player's turn.

  1. Discard a Helper from their hand to move their Pioneer 1 square.
  2. Pay 3 Coins to move their Pioneer 1 square.
  3. Pay any 1 resource to the Partner board and take 1 Coin.

Free actions may be taken an unlimited number of times during a player's turn and may be taken 'in between' actions taking effect. For example, if the player is taking the 'Recruitment' action, they may draw a Helper, use a Free Action to move their Pioneer, then play more Helper cards thereafter.

The Main Board

1 - Vacant Squares

These are squares that have no special effects. Players may construct building tiles on these squares during the game.

2 - 'Helper' Squares

Players moving onto a 'Helper' square may draw 1 Helper card. Players may not draw player cards from the same square on the same turn multiple times. Players may construct building tiles on 'Helper' squares during the game. If they do so, the effect of the 'Helper' square is lost and players will no longer be able to draw Helpers at these locations.

3 - '2 Coins' Squares

Players moving onto a square denoted with '2 Coins' may receive 2 Coins. Players may not gain Coins from the same square on the same turn multiple times. Players may construct building tiles on '2 Coin' squares during the game. If they do so, the effect of the '2 Coin' square is lost and players will no longer be able to gain Coins at these locations.

4 - Central Square

This is the start location for all players at the beginning of the game. Building tiles cannot be constructed here.

5 - Nukumaru Square

Nukumaru squares are locations where Nukumaru can be placed. There are 6 locations corresponding to each die result. Building tiles cannot be constructed here.

Chasing Nukumaru!

When a player's Pioneer enters a square where Nukumaru is located, (known as 'Catching') the following is performed:

  1. Gain 3 Coins.
  2. Take the Starting Player card and turn it face-down. If the player already has this, there is no further effect. (Having this card allows players to i) start the next round; ii) gain an additional resource at the beginning of each round, and; iii) gain 7 victory points if the player has the card at the end of the game.
  3. Roll the die to determine the next location for Nukumaru - if the resulting location is occupied by any player, add 1 to the result until an empty Nukumaru location is arrived at. (A result of 6 revert back to 1).

6 - Carriage Stop Squares

Carriage Stop squares are locations that players may use to move swiftly around the main board. Players may move from one Carriage Stop to any other Carriage Stop square. Movements between Carriage Stop squares do not count as a move. Building tiles cannot be constructed here.

For ease of reference, squares marked with a ribbon banner cannot be constructed on!

7 - The 'Fun' Track

This track represents the enjoyment that your playground brings to people. The 'fun' factor is tracked with each player's cubes in their colour. This is scored at the end of the game when calculating final victory points. Every level advanced also entitles players to a 'die roll' bonus with Level 5 offering players 3 die roll bonuses.

8 - The 'Oishi' Track

'Oishi' is a Japanese term representing the 'deliciousness' of food! This track represents the fame gained by your restaurants for their culinary skills. The 'oishi' factor is tracked with each player's cubes in their colour. Points are scored at the end of the game during the final calculation of victory points. Every level advanced also entitles players to 2 Coins as a bonus with Level 5 offering players 10 Coins as a bonus.

Partner Board Layout

  1. Partner Board Name - The name or title of your partner board.
  2. Starting Abilities - These are the abilities your partner gives you at the beginning of the game. These are taken at the beginning of the game clockwise from the starting player.
  3. Continuous Abilities - These are abilities that are in effect throughout the game.
  4. End game Abilities - These are abilities that activate when calculating end game victory points.
  5. Resource Availability - This track indicates the number of resources the player may draw each round. As cubes are utilised (always move left to right top row then bottom row), the number of resources the player may draw increases. From the 8th cube onwards, players also get victory points in the final calculation. For example, the Yumomi player board in the rulebook shows that if players use all 10 Pioneer cubes on their board, they will gain 10 victory points at the end of the game.
  6. Die Bonuses (gained from the 'fun track') - This shows the bonuses available for the player when rolling the die as a bonus.
  7. Specific Actions - These are actions exclusive to the player for that specific partner board.
  8. Free Actions - These are the free actions open to the player for that specific partner board.
  9. Additional Action Cards - This is the storage area for additional action cards the player may have acquired during the game.

Calculating Victory Points

After turning the 5th round card face down, the game ends. Tally up your victory points - the player with the highest total wins!

Victory points are indicated with a green symbol. In the event of a tie, players share the victory.

  1. Building Tiles - Players earn victory points for the buildings they constructed during the game.
  2. Helper Cards - Players earn victory points for the Helper cards they have played during the game.
  3. Coins - Players gain 1 victory point for each coin they have at the end of the game.
  4. Nukumaru Bonus - The player that is holding the Starting Player face-down card gains 7 victory points.
  5. End Game Abilities - Depending on the Partner Boards, players may also have End Game abilities that may allow them to gain victory points if certain conditions are met.
  6. Additional Construction Bonuses - Players gain additional victory points after constructing their 8th building.
  7. Additional Action Cards - Players gain points for additional action cards acquired during the game.

Additional Action Cards

Card NoPointsCard NameEffect
EX-01, EX-02, EX-03, EX-0410General MovementThese actions may be taken by placing the designated resources required. Gold tokens are not allowed to replace the specific resources for these cards. The player may then move their Pioneer piece 2 squares. A player may gain bonuses of squares they move through using this action. If Nukumaru is encountered (caught!) during the move, resolve the effects of the square before continuing.
EX-0510Horse RidingThis action may be taken by placing 1 Gold. The player may then move their Pioneer piece 3 squares. A player may gain bonuses of squares they move through using this action. If Nukumaru is encountered (caught!) during the move, resolve the effects of the square before continuing.
EX-0610Stone KilnThis action may be taken by placing 1 Stone. The player may then advance up the 'oishi track' one level.
EX-0710Playground Equipment ManufacturingThis action may be taken by placing 1 Wood. The player may then advance up the 'fun track' one level.
EX-08

Round Cards

No.NameEffect
E-01Mine DiscoveryGoing clockwise from the Start Player, all players may gain 1 Stone to put into their bag.
E-02Using DriftwoodGoing clockwise from the Start Player, all players may gain 1 Wood to put into their bag.
E-03Seasonal Local and Seafood SpecialGoing clockwise from the Start Player, all players may gain 1 Food to put into their bag.
E-04Local Town BanquetGoing clockwise from the Start Player, all players may gain 1 Networking token to put into their bag.
E-05Good Weather for Crops!Going clockwise from the Start Player, all players may roll the die once and gain the benefits from the partner board placing this into their bag.
E-06Unexpected VisitorGoing clockwise from the Start Player, all players may gain 1 Helper to their hand.
E-07Top Form!

Partner Boards - Abilities Explained

NameA/BAbilityEffect
YumomiAStart AbilityGain 1 Stone to place into your bag.
YumomiAOngoing AbilityAfter catching and moving Nukumaru, gain 1 die roll and its benefits.
YumomiAEnding AbilityGain 10 points if the player has constructed a public bath and a ryokan.
YumomiASpecific AbilityPay 1 Stone to move their Pioneer piece 1 square.
YumomiBStart AbilityGain 1 Wood to place into your bag.
YumomiBOngoing Ability

Building Tiles

NameVictory PointsEffects when constructed
Stall5No special effects
Public Bath10No special effects
Tavern7Draw a Helper
Ryokan23No special effects
PlaygroundXRefer to Player's position on the 'fun track' for points. This is scored at the end of the game.
Nukumi Palace40No special effects
Nukumaru Statue8No special effects
Souvenir Shop71 Coin for every surrounding building (exclude all permanent buildings such as Carriage Stops etc.)

Helpers - Abilities Explained

When Played - Effects only trigger at the time of playing the Helper. Ongoing - Effects are active through the game after playing the Helper.

S/NNameCardPoints/TypeEffect
S-01"Sansuke"壱 (1)2 Points, OngoingWhenever you use 'Logging', you may move your Pioneer 1 square after completing the action.
S-02弐 (2)2 Points, OngoingWhenever you use 'Cooking', you may move your Pioneer 1 square after completing the action.
S-03参 (3)2 Points, OngoingWhenever you use 'Planning Meeting', you may move your Pioneer 1 square after completing the action.
S-04"Rakugo" Story-teller壱 (1)2 Points, When PlayedWhen played, you may play 2 other Helpers in addition to this card.
S-05

Solo Rules (1) - Score Attack!

For Score Attack, make the following changes:

  • When setting the game up, place the unused Pioneer pieces (hereafter referred to as 'NPC') on the Central Square.
  • Roll the die for each NPC at the start of each round and move them the shortest route towards Nukumaru according to the following:
    • 1 - 3: Move 2 Squares
    • 4 - 5: Move 3 Squares
    • 6: Move 4 Squares
  • During movement, if the NPC moves through a square that may be constructed on, place a Pioneer cube on all of the squares. A square with a cube is considered to have been constructed on.
  • If there are multiple shortest routes, pick the one that allows the highest number of cubes to be placed. If all routes have the same result, the player may decide.
  • If an NPC catches Nukumaru, the Starting Player card is turned face-up (the side at the start of the game). Then, roll the die to move Nukumaru to the next spot.
  • If the NPC catches Nukumaru in the middle of its move, resolve moving Nukumaru before continuing its move in the same way to the next Nukumaru location.

5 Rounds will be played, same as the multi-player game.

For example, on the left, if you roll a 5, the Nukumaru '4' spot as well as the square with a constructed Diner cannot be used to place a cube. So the shortest route is indicated by the arrows.

Solo Play Evaluation:

  • 0 - 100: Apprentice Pioneer
  • 100 - 125: Common Pioneer
  • 125 - 150: Famous Pioneer
  • 150 - 175: Nukumi Town Pioneer
  • 175 - 200: National Pioneer
  • 200 and above: World Famous Pioneer

Solo Rules (2) - Chasing Nukumaru!

For Chasing Nukumaru, make the following changes:

  • When Nukumaru is caught, place a cube on the Nukumaru Square. Going forward, this is an indication a player is occupying the square and Nukumaru will not be able to move there. Add +1 till an unoccupied square is located for Nukumaru to move to.
  • Once all Nukumaru Square locations are occupied, the game is cleared.

Final Evaluation:

  • Not cleared after 5 rounds: Try Harder Next Time!
  • Cleared after 5 rounds: Good Job!
  • Cleared after 4 rounds: Very Good Job!
  • Cleared after 3 rounds: World Best!

Frequently Asked Questions

Q: Can players check the contents of their bag?

A: Yes, players may check the bag's contents, but be careful not to mix resources already drawn and those still in the bag.

Q: Does the Start Player rotate clockwise each round?

A: No. The right to be the next Start Player only changes when a Player successfully catches Nukumaru.

Q: When rolling the die to move Nukumaru, both the initial location and the +1 location were occupied. Do we just +1 again?

A: Yes, keep +1 till an unoccupied location is identified.

Q: Are the additional action cards available immediately when acquired during the round?

A: Yes, they are available immediately.

Q: After acquiring 2 additional action cards, am I allowed to gain a third by swapping out a previous one?

A: No. So consider carefully which additional action card to acquire at the time.

Q: Can resources that I have earned be used immediately?

A: No. These resources are earned 'into the bag' so they cannot be used immediately. They are available for selection next round.

Q: Can I play Helpers at any time?

A: No. Helpers can only be played when you perform an action that allows for it.

Q: What happens if there are no more Coins in the common resource pool?

A: Please use a suitable substitute. Coins are assumed to be infinitely available in the game.

Q: What happens if there are no more Building Tiles?

A: There are a limited number of tiles in the game so if these run out, players will no longer be able to construct that building.

Q: What happens if there are no more resources in the common resource pool?

A: Resources are limited in nature. While Players may still perform actions that involve these resources, if a particular resource runs out, they will not be able to gain it. Additionally, if resources run out during the Phase 3 - Acquire Resources phase, Players will gain these according to their turn order.

  • Example 1: Even if there are insufficient Stone in the common pool, Players may still take the Mining action. The Player may gain less than 2 Stone (1 or none) but will still be able to draw a Helper to their hand.
  • Example 2: If there are only 2 Stone in the common pool and the Round card deals 1 Stone to each player in a 3 player game. In this case, distribute the 2 Stone in player order. The remaining players will not receive the benefit.

Q: How many free actions can a player take in one turn?

A: A player may take an unlimited number of free actions so long as they can afford to.

Q: Can I interrupt my own action to take a free action?

A: Yes. For example, after drawing a Helper when utilising the Recruitment action, the player may take a free action to move their Pioneer before completing the Recruitment action by playing Helpers from his hand.

Q: I have run out of resources on my turn. Can I still take free actions?

A: No. If a player does not have resources left, he cannot take a turn. As free actions can only be taken during their turn, they will not be able to take any free actions and have to pass.

Q: Can unused Resources be saved for the next round?

A: No. Resources do not carry over to the next round. However, remember that resources can be converted into Coins using free actions. So with some planning, Players will be able to fully utilise all their resources.

Q: Can you catch Nukumaru during a move (i.e. first of a 2 Square move)?

A: Yes. If a player catches Nukumaru during a move, resolve all Nukumaru effects (including moving Nukumaru) before deciding where to move for the remainder of their turn.

Q: What happens if I enter the Carriage Stop square during a move (i.e. first of a 2 Square move)?

A: Moving between Carriage Stops does not use a move. For example, if a player enters a Carriage Stop on the first of a 2 Square move, they will be able to take their second move after deciding which other Carriage Stop to transfer to.

Q: After reaching Level 5 in either of the 'fun track' or the 'oishi track', can players still take the benefit by taking actions to advance further on these?

A: No. Players do not get any benefits if they advance further after reaching Level 5.

  • Shuffle the additional action cards. Draw and display 5 cards below the board. The remaining 7 cards are placed face down to form a draw pile.

  • Place the building tiles face-up next to the game board.

  • Place the die within easy reach of all players.

  • Decide on a starting player. The start player is the person who most recently went to an onsen! The start player receives the starting player card (front side).

  • The (Start, 2nd, 3rd, 4th player) players receive 2/3/4/5 Gold respectively.

  • Starting with the first player and going clockwise, each player performs the starting abilities marked on their accompanying partner board. During the game, players will increase the number of resources in their bag by gaining them in various ways.

  • Play is ready to begin!

  • Craft Store103 WoodWhen constructed, gain 3 Coins for each surrounding building tile. Permanent locations do not count as a 'surrounding' building.
    Tavern72 NetworkingWhen constructed, draw a Helper.
    PlaygroundX1 Networking and 3 Helpers (return to bottom of Helper deck)Points are awarded according to the player's position on the 'fun track'.
    Diner72 WoodWhen constructed, gain 2 Coins.
    RestaurantX3 FoodPoints are awarded according to the player's position on the 'oishi track'.
    10
    Networking Help!
    This action may be taken by placing 1 Networking token to play 1 Helper.
    EX-0910Complimentary MealThis action may be taken by placing 1 Food to draw 1 Helper.
    EX-1010Secret Training!This action may be taken by placing 1 Gold. The player may then advance up one level on EITHER the 'oishi track' OR the 'fun track'.
    EX-1110Purchasing GoldThis action may be taken by placing 1 resource of the Player's choice and paying 2 Coins. The player may then take 1 Gold token and place it into their bag.
    EX-1210Temporary StaffingThis action may be taken by placing 1 resource of the Player's choice and returning 1 Helper from their hand to the bottom of the Helper deck. The player may then take 4 Coins.
    All players may draw 3 more resources from their bag during the resource gathering phase.
    Whenever Nukumaru is caught, gain 5 Coins instead of 3.
    YumomiBEnding AbilityGain 10 points if the player has constructed a souvenir and a craft shop.
    YumomiBSpecific AbilityPay 1 Wood to move their Pioneer piece 1 square.
    Trading MerchantAStart AbilityGain 3 Coins.
    Trading MerchantAOngoing AbilityWhen placing resources as a free action, gain 2 Coins instead of 1. As a free action, the player may pay 3 Coins to gain 2 Wood into your bag.
    Trading MerchantAEnding AbilityGain 10 points if you end the game with more than 10 Coins.
    Trading MerchantASpecific AbilityPay 1 Networking token to gain 1 Wood into your bag.
    Trading MerchantBStart AbilityThe player may move 2 squares and gain the bonuses from moving.
    Trading MerchantBOngoing AbilityWhen placing resources as a free action, gain 2 Coins instead of 1. As a free action, the player may pay 5 Coins to gain 1 Gold into your bag.
    Trading MerchantBEnding AbilityGain 10 points if you have constructed the Nukumaru Statue OR Nukumi Palace.
    Trading MerchantBSpecific AbilityPay 1 Networking and 1 Stone token to gain 1 Gold into your bag.
    ChefAStart AbilityGain 1 Food to place into your bag.
    ChefAOngoing AbilityAfter using the 'cooking' action, pay 2 Coins to advance on the 'fun track' once.
    ChefAEnding AbilityGain 10 points if the player has reached Level 2 or higher on the 'oishi track'.
    ChefASpecific AbilityPay 1 Food to advance 1 level up on the 'oishi track'.
    ChefBStart AbilityGain 1 Die roll and its bonuses.
    ChefBOngoing AbilityAfter using the 'cooking' action, pay 2 Coins to advance on the 'fun track' once.
    ChefBEnding AbilityGain 10 points if the player has reached Level 2 or higher on the 'fun track'.
    ChefBSpecific AbilityPay 1 Networking token to advance 1 level up on the 'oishi track'.
    Beer VendorAStart AbilityGain 1 Die roll and its bonuses.
    Beer VendorAOngoing AbilityDie roll bonuses are amended to: 1-3: Gain 2 Coins; 4-5: Draw 2 Helpers; 6: Move 1 square or gain 1 Gold into your bag.
    Beer VendorAEnding AbilityGain 10 points if the player has reached Level 2 or higher on the 'fun track'.
    Beer VendorASpecific AbilityPay 1 Food to play a Helper from your hand.
    Beer VendorBStart AbilityGain 2 Dice rolls and their bonuses.
    Beer VendorBOngoing AbilityDie roll bonuses are amended to: 1: Gain 1 Stone; 2: Gain 1 Wood; 3: Gain 1 Networking; 4: Gain 1 Food; 5-6: Gain 1 Gold or Move 3 squares.
    Beer VendorBEnding AbilityGain 10 points if the player has constructed more than 7 buildings.
    Beer VendorBSpecific AbilityPay 1 Networking token to gain 3 Coins.
    MasseurAStart AbilityDraw 2 Helper cards.
    MasseurAOngoing AbilityOn constructing their 1st and 5th buildings, you will gain 6/10 resources instead.
    MasseurAEnding AbilityGain 10 points if the player has played 3 or more Helpers.
    MasseurASpecific AbilityPay 1 Stone to advance 1 level up on the 'oishi track'.
    MasseurBStart AbilityGain 1 Networking token to place into your bag.
    MasseurBOngoing AbilityWhenever Nukumaru is caught, gain 1 Helper.
    MasseurBEnding AbilityGain 10 points if the player has constructed a public bath and a tavern.
    MasseurBSpecific AbilityPay 1 Wood to gain 1 Helper.
    Con-artistAStart AbilityGain 1 additional action card, refilling the display to 5 cards thereafter.
    Con-artistAOngoing AbilityDraw 2 Helper cards instead of 1 during every Phase 2 of each round.
    Con-artistAEnding AbilityReturn half of all Coins (rounded up) to the common pool.
    Con-artistASpecific AbilityPay 1 Wood and 1 Networking token to gain 1 Gold into your bag.
    Con-artistBStart AbilityGain 1 Gold to place into your bag.
    Con-artistBOngoing AbilityOn constructing your 1st, 3rd and 5th buildings, they will gain 6/8/10 resources instead. Upon constructing their 8th building, they will draw 20 instead of 10 resources. Upon constructing their 10th building, they will gain 20 points.
    Con-artistBEnding AbilityReturn all your Coins to the common pool.
    Con-artistBSpecific AbilityPay 1 Stone and 1 Food to gain 1 Gold into your bag.
    Diner72 Coins
    Craft Store103 Coins for every surrounding building (exclude all permanent buildings such as Carriage Stops etc.)
    RestaurantXRefer to Player's position on the 'oishi track' for points. This is scored at the end of the game.
    弐 (2)
    2 Points, When Played
    When played, you may return 1 Helper and draw 3 other Helpers.
    S-06参 (3)1 Point, When PlayedWhen played, you may return 2 Helpers to construct a Nukumaru Statue where your Pioneer is located.
    S-07"Sokoban" Warehouseman壱 (1)2 Points, OngoingWhenever you use 'Mining', gain 2 Coins after completing the action.
    S-08弐 (2)2 Points, OngoingWhenever you use 'Logging', gain 2 Coins after completing the action.
    S-09参 (3)2 Points, OngoingWhenever you use 'Planning Meeting', gain 2 Coins after completing the action.
    S-10"Takahatsu-Zo" Monk壱 (1)2 Points, When PlayedWhen played, you may remove and return 1 resource from your bag. If you do, advance 1 level on the 'oishi track'.
    S-11弐 (2)2 Points, When PlayedWhen played, you may remove and return 1 resource from your bag. If you do, advance 1 level on the 'fun track'.
    S-12参 (3)2 Points, When PlayedWhen played, you may remove and return 2 resources from your bag. If you do, gain 1 Gold into your bag.
    S-13"Zakka-sho" Zakka Salesperson壱 (1)2 Points, When PlayedWhen played, you may pay 2 Coins to gain 2 Helpers.
    S-14弐 (2)2 Points, When PlayedWhen played, you may pay 2 Coins to take any 2 non-Gold resources.
    S-15参 (3)2 Points, When PlayedWhen played, you may pay 3 Coins to gain 1 Gold.
    S-16"Hanabi-shi" Pyrotechnician壱 (1)3 Points, When PlayedWhen played, draw 2 Helpers. Then, clockwise from you, each other player draws 1 Helper.
    S-17弐 (2)2 Points, When PlayedWhen played, gain 5 Coins. Then each other player gains 2 Coins.
    S-18参 (3)2 Points, When PlayedWhen played, gain 1 Gold. Then, clockwise from you, each other player gains 1 non-Gold resource into their bag.
    S-19General Store Salesperson壱 (1)1 Point, When PlayedWhen played during the first 2 rounds, take 1 Food into your bag. When played during the last 3 rounds, construct a Stall where your Pioneer is located.
    S-20弐 (2)1 Point, When PlayedWhen played during the first 2 rounds, take 1 Networking token into your bag. When played during the last 3 rounds, construct a Stall where your Pioneer is located.
    S-21参 (3)2 Points, When PlayedWhen played during the first 2 rounds, move your Pioneer 1 square. When played during the last 3 rounds, move 2 squares. A player may gain bonuses of squares they move through using this action. If Nukumaru is encountered during the move, resolve the effects of the square before continuing.
    S-22Gardener壱 (1)1 Point, When PlayedWhen played, gain 1 Stone into your bag. Then, advance 1 Level up on the 'oishi track'.
    S-23弐 (2)1 Point, When PlayedWhen played, gain 1 Wood into your bag. Then, advance 1 Level up on the 'fun track'.
    S-24参 (3)1 Point, When PlayedWhen played, if your Pioneer is not next to the Central Square or any building constructed by other players, construct a stall where your Pioneer is located.
    S-25Celebrity壱 (1)X Points, OngoingWhen calculating victory points, add up resources from your bag, player board and partner board. You gain 1 point for every 2 resources.
    S-26弐 (2)X Points, OngoingWhen calculating victory points, add up Gold tokens from your bag, player board and partner board. You gain 2 points for every 1 Gold.
    S-27参 (3)1 Point, When PlayedWhen played, you may pay 6 Coins to construct a Nukumaru Statue where your Pioneer is located.
    S-28Rickshaw Puller壱 (1)3 Points, When PlayedWhen played, you may move your Pioneer 1 square.
    S-29弐 (2)2 Points, When PlayedWhen played, you may move your Pioneer 2 squares.
    S-30参 (3)1 Point, When PlayedWhen played, you may move your Pioneer 3 squares.
    S-31Carpenter壱 (1)2 Points, When PlayedWhen played, you may remove and return 2 resources from your bag. If you do, you may construct a Public Bath where your Pioneer is located.
    S-32弐 (2)2 Points, When PlayedWhen played, you may remove and return 2 resources from your bag. If you do, you may construct a Diner where your Pioneer is located.
    S-33参 (3)2 Points, When PlayedWhen played, you may remove and return 2 resources from your bag. If you do, you may construct a Tavern where your Pioneer is located.
    S-34Coachman壱 (1)2 Points, When PlayedWhen played, you may move your Pioneer to the Central Square.
    S-35弐 (2)2 Points, When PlayedWhen played, you may move your Pioneer to any Carriage Stop.
    S-36参 (3)2 Points, When PlayedWhen played, you may move your Pioneer to any Nukumaru Square where Nukumaru is not located.
    S-37Student壱 (1)2 Points, When PlayedWhen played, gain 1 Stone into your bag. Then, draw a Helper.
    S-38弐 (2)2 Points, When PlayedWhen played, gain 1 Networking token into your bag. Then, advance 1 level on the 'fun track'.
    S-39参 (3)2 Points, When PlayedWhen played, gain 1 Food into your bag. Then, advance 1 level on the 'oishi track'.
    S-40"Kogyoshu" EntertainerX Points, OngoingWhen calculating victory points, gain 4/9/16 points if you have played 3/5/7 Helper cards. This card does not score any points if the conditions are not met.