Otaru 1899
Otaru 1899 Rulebook
Table of Contents
Table of Contents
- Set Up
- Game Overview and Purpose
- Flow of Turns
- End of the Game and Final Scoring
- Hokkaido Development History Rules (for 2-4 Players)
- Building Tiles (Card Reference)
- Scoring Condition Tiles
- Initial Asset Tile Supplement
Set Up
"Otaru1899" is a standalone expansion set for the separately sold "Sapporo1876." While the general rules are the same, there are some changes in the details.
Although "Otaru1899" and "Sapporo1876" are both two-player games, you can also play them with the Hokkaido Development History rules for two to four players by mixing the two. For this reason, the main board of "Otaru1899" has one side for two players and the other side for three to four players. Also, some contents are included that are not used when playing two players.
This rulebook begins with the rules for playing "Otaru1899" with two players, and then goes on to explain the changes when playing with the Hokkaido Pioneer History rules.
Venue Setup
-
Place the main board in the center of the table with the two-player side () facing up. (The side symbol is missing from the source scan; transcribed as printed.)
-
Mix all the Instant Powerful tiles and place them face up in the six tile spaces in the center of the main board. Return any remaining Instant Powerful tiles to the box as they will not be used in this game.
-
Mix all the building tiles well and place them face up in the six tile spaces at the bottom of the main board. Return the remaining building tiles to the box as they will not be used in this game.
-
Sort the score condition tiles by the alphabet shown. Choose one from each of A, B, and C and place them in the three tile spaces of Central Otaru Station in the center of the main board in the order A, B, and C from top to bottom. Once you become familiar with the game, you can randomly choose three from all the score condition tiles (ignoring the alphabet) and place them in any order you like. Return the remaining score condition tiles to the box as they will not be used in this game.
-
Place the Action Pawn in the center of the four action spots at the top of the main board.
-
Place the harvest marker on the leftmost square of the harvest track at the top of the main board.
-
Place the settlement marker on the leftmost square of the settlement track at the top of the main board.
-
Sort all your banknotes and resources (wheat, rice sacks, sheep, and cattle) by denomination and type and place them together on the main board. This is called the "common supply."
-
Take four 1 yen bills from the common supply and place one on each of the four action spots on the main board.
-
Randomly select three tiles from all the initial asset tiles and arrange them face up on the main board side. If "Shiratori Nagasaku" is among the selected initial asset tiles, place a Herring () on top of it. Similarly, if "Nishihara Ensho" is among the tiles, place a worker () on top of it. Any remaining initial asset tiles, or Herring and workers () if the above tiles do not appear, will not be used in this game and should be returned to the box.
Setup Per Player
- Each player receives one personal board and places it in front of them.
- Each player receives nine workers of the same color. Place three of them in the worker area of their personal board. Place the remaining six workers, one in each of the private school spaces in the lower left corner of their personal board.
- Each player takes a score marker of the same color as their worker and places it on the "0" square on the score track around the outside of the main board.
- Each player receives one fishing boat tile and places it next to their personal board.
- The player who recently visited Otaru is the starting player. The other player does the following:
- Choose one of the initial asset tiles from 10 and place it next to your personal board.
- Receive the resources or currency shown on the top of the tile you took. Place the received resources or currency in the resource area or currency area on your personal board, respectively.
- If the tile you took has an immediate effect in the center, resolve it immediately. If it has a permanent effect, you can use that effect throughout the game.
- Check the icon in the center right of the tile you picked up. Take one worker from your worker area and place it in the bottom row of the four development columns at the top of your personal board that corresponds to the icon you picked up (see page 10 for details about development columns). You do not need to pay any money or resources to do this.
- Choose one resource from 11 and place it in your resource area.
- Next, the starting player makes selections and acquires the remaining initial asset tiles and resources on the main board in the same way as in 10. Any initial asset tiles not selected by either player (including any herring or worker tiles on them) are returned to the box, and any resources are returned to the common supply.
Now you're ready to play!
Resources, Currency and Reputation Points
- The resource and bill areas are used to manage the resources and bills that players have acquired during the game. When a player spends resources or bills, they are returned to the common supply from the corresponding area. Conversely, when a player acquires resources or bills, they are taken from the common supply and added to the corresponding area (unless otherwise specified).
- There are 1 yen and 5 yen bills. Players can freely exchange bills at any time using the common supply of bills.
- There is no limit to the number of common supply resources or banknotes. If you run out, please substitute with something else.
- Paper money is not a type of resource, and you cannot select paper money when asked to get or pay for any resource.
- During the game, when a player gains prestige points, they move their score marker that many spaces along the score track.
Game Overview and Purpose
You will become local samurai who will develop Otaru. To enhance your clan's reputation, you will recruit talented private students, cultivate farmland, and enter the industries surrounding Otaru.
The game is set in Otaru in the 1890s. Players travel between the Agricultural School, Central Otaru Station, the Hokkaido Development Commission Village, and the Church of Christ. By expanding their business operations in exchange for resources obtained from farmland, players can gain prestige points.
Players take turns, moving their Action Pawn to one of the Action Spots on their turn, then both players take turns performing the corresponding action.
The resources that can be used vary depending on where the Action Pawn moves. There are four types of resources that appear in the game: wheat, rice sacks, sheep, and cows. In addition, there are paper currencies that can be used as resources for any action.
- Agricultural School: allows you to educate your workers. Workers in the school can be used for actions.
- Central Otaru Station: you can load workers onto locomotives and send them to various locations throughout the prefecture, which will serve as a foothold for expanding your business. This will earn you prestige points.
- Pioneer Village: you can develop the land using workers. Send workers to the development line to secure regular income.
- Church of Christ: able to make investments, such as by enlisting the help of graduates of Sapporo Agricultural College and investing in buildings.
Depending on the actions you choose, you will periodically receive harvests to obtain resources from the settlement rows, and settlements to obtain prestige points from workers you have appointed as station attendants.
The game ends when a total of five harvests and settlements have been made. The results of business expansion are tallied, and the player with the most prestige points wins the game.
Flow of Turns
Starting with the start player, players take turns alternately. On each of your turns, you must complete all of the following steps in order:
- Action Pawn Movement
- Placing bills in adjacent spaces
- Advancement of the harvest marker or settlement marker
- The active player takes action
- Non-active player's action
- Harvest or Settlement (if conditions are met)
- End of turn
1. Action Pawn Movement
The active player moves the Action Pawn from its current Action Spot to another Action Spot.
Note: Movement is mandatory - the Action Pawn cannot remain in the same Action Spot.
On the start player's first turn, they move their Action Pawn to any Action Spot.
The action spot to which you are moved is called the "action spot in progress."
If there is one or more bills on the action spot being processed, the active player takes them all and places them in the bill area on their personal board.
2. Placing Bills in Adjacent Spaces
For each of the two action spots adjacent to the action spot being processed, place one 1 yen bill from the common supply.
There is no limit to the number of bills that can be placed on one action spot.
3. Advancement of the Harvest Marker or Settlement Marker
If the background of the action spot you are working on is orange (Agricultural School/College Village), move the harvest marker one space to the right along the harvest track. Similarly, if the background is blue (Christian Church/Central Otaru Station), move the settlement marker one space to the right along the settlement track.
If the marker reaches a square marked with a harvest icon (4) or a settlement icon (11), the process indicated by that icon (harvest or settlement) will be carried out in the "6 Harvest or Settlement" step of this turn.
If the marker you advanced does not reach the square indicated by the icon, the "6 Harvest or Settlement" step will not be executed this turn.
4. The Active Player Takes Action
The active player performs the action corresponding to the action spot in progress.
There are four actions: "Agricultural School," "College Village," "Christian Church," and "Central Otaru Station."
Action Points (AP)
Each action uses a number called Action Points (AP) to obtain its effect.
Each of the four action spots shows the type of resource (2 types) that can be used for that action and the AP you will gain when you pay one of that resource (one type is 3 AP, the other is 2 AP).
For example, when performing actions at the Agricultural School, you can pay for rice bales at 3 AP each and cows at 2 AP each. You cannot pay for wheat or sheep.
Additionally, you can pay your bills with their face value in AP for any action you take, and you also get an additional AP for each worker you place on your fishing boat tile (more on this below).
- 1 yen bill: 1 AP
- 5 yen bill: 5 AP
- Worker placed on fishing boat tile: 1 AP
You can pay resources and bills and use fishing boat tiles as many times as you like in any combination when taking an action. For example, when taking an action at the Agricultural School, you can pay 2 rice bales (6 AP), 1 cow (2 AP), and 4 yen bills (4 AP), and then place 1 worker on the fishing boat tile (1 AP), for a total of 13 AP worth of actions.
Any remaining AP cannot be carried over to the next action, and you cannot receive change. AP is lost when the action ends. Furthermore, the AP required to perform an action must be obtained using only the resources, bills, and workers you have at the start of that action. You cannot obtain additional AP by using resources, bills, or workers obtained during an action.
Actions
Action 1: Agricultural School: Education
Moving a worker from your private school to the worker area is called "education." Workers are necessary to obtain the effects of other actions and building tiles.
The private school is divided into three levels. Private school workers must educate those in the lowest level first.
By spending the amount of AP shown on the left side of the row, you can move one worker from that row to your worker area.
If you have enough AP, you can train multiple workers in one action.
Once you have trained both workers in a row, you will receive the bonus shown on the right side of that row (prestige points, obtained at the end of the game).
If there are no workers left in the private school, this action will grant you 2 prestige points for every 3 AP you spend. You can do this multiple times in one action if you have enough AP (e.g., 12 AP for 8 prestige points).
Action 2: Kaitakushi Village: Development
Moving a worker to a higher space on your development row is called "development." By advancing a worker on a development row, you will get greater effects when harvesting and gain prestige points at the end of the game.
The four settlement rows correspond to one of the four resource types, and each row has one of your workers. You can place them individually.
If you want to develop a column that does not yet have a worker placed in it, you must spend the number of APs shown on the left side of the bottom square of that column. Then, take one worker from your worker area and place it in that square. If you do not have a single worker in your worker area, you cannot develop a new column.
If you want to develop a column that already has a worker, look at the square above the one where the worker in that column is located. Spend the number of APs shown on the left of that square to move the worker in that column up one square. If a worker has already reached the top square of a column, you cannot develop any further. Also, there can only be one-worker in a column.
With enough AP, you can exploit as many rows as you want in one action.
Action 3: Christian Church: Investment
Purchasing new Instant Leader tiles or Building tiles from the main board is called "investment." Instant Leader tiles provide immediate, one-time prestige points, while Building tiles provide additional effects that can be activated during your turn.
The upper left corner of each Instant Leader tile or Building tile shows the AP value required to acquire it. Pay the required AP, take the tile, and place it in your hand (next to your personal board).
Even if an investment is made, new immediate leader tiles or building tiles will not be replenished on the main board. All tiles available for investment are laid out on the main board at the start of the game.
Each action can only invest one Instant Leader tile or one Building tile, and there is no limit to the number of tiles each player can have in their hand.
Instant strongman tile
When you acquire a skill, you will immediately receive prestige points according to how well you have met the conditions shown at that time. When calculating prestige points, unless otherwise specified, only the resources, bills, and tiles you own, and the status of your workers, spaces, and squares will be taken into account.
After acquiring an Instant Mogul tile, you will not receive any additional prestige points if you fulfill any additional conditions shown.
(Example from the printed rulebook: the Instant Leader "Shosuke Sato" tile reads "For each of the Harvests and settlements already resolved, you will instantly receive 2 prestige points," and is shown as earning Fame Points instantly.)
Building Tiles
Building tiles
At any time during their turn, each player can place one worker from their worker area on a building tile to instantly gain the effect shown, once only.
Only one worker can be on each building tile. If a building tile already has a worker on it, you must wait for the harvest() operation (see below) before you can use it again.
If you have enough workers in your worker area, you can take advantage of multiple building tiles in one turn.
You can only use building tiles during your turn. The player whose turn it is is not the active player cannot place workers on building tiles, even during the "5 Non-active player's action execution" step.
When an effect refers to a number or situation, unless otherwise specified, it only considers the resources, bills, and tiles you own, and the situation of your worker spaces and squares.
Fishing Boat Tiles
Fishing boat tiles
The "fishing boat tile" that each player has at the start of the game also works similarly to the building tile. When performing an action, by placing one worker from the worker area on the fishing boat tile, you immediately gain 1 AP that can be used for that action.
However, they differ from building tiles in the following ways:
- Multiple workers can be on a fishing boat tile at the same time. For example, you can place two workers together and instantly get 2 AP.
- The fishing boat tile can be used at any time to start an action, even if it is not your turn (during the step "5 Non-active player's action").
Fishing boat tiles do not count as building tiles. When counting the number of building tiles, fishing boat tiles cannot be included in the count.
Action 4: Central Otaru Station: Appointment
Placing your workers at Central Otaru Station on the main board is called "appointment." The more workers you place on Central Otaru Station, the more prestige points you will earn at the end of the game.
Each worker space within Chuo Otaru Station displays the AP value required to assign a worker there. Select any space that does not yet have a worker placed there, pay the required AP, and place a worker from your worker space. If you do not have any workers in your worker space, you cannot assign a worker.
Each space can only have one worker, regardless of color. You cannot assign a worker to a space that already has a worker.
You can only assign one worker per action. For example, you can pay 11 AP to assign a 5 AP space. You cannot assign one worker to each of the 6AP spaces.
5. Non-active Player's Action
After the active player has completed their action, the other player must perform the same action once.
The execution procedure is exactly the same as that explained in step 4. The active player's action. However, as mentioned above, please note that you cannot place workers on building tiles and use them.
Hint: The action you choose on your turn is also guaranteed to be performed by your opponent. It's a good idea to take advantage of the situation and choose an action that doesn't have much effect on your opponent (or that they can't perform at all).
6. Harvest or Settlement (if conditions are met)
During this turn's "3 Advance the harvest marker or settlement marker" step, if the harvest marker has advanced to the square with the harvest icon (4), the harvest process is performed. If the settlement marker has advanced to the square with the settlement icon (), the settlement process is performed.
If the marker is moved to a place where no icon is displayed, this step is skipped.
Harvest
Each player immediately acquires all the currency and resources shown on the square where the worker is placed and on each square below it for each settlement row on their personal board. Nothing can be gained from settlement rows where no worker is placed.
Additionally, each player can choose one building or fishing boat tile on their side of the board that has a worker on it, remove one worker from it, and return it to their worker area (making the building tile available for use again).
After this process, if there are still any building tiles or fishing boat tiles with workers on them, you can remove one worker from any tile and return it to your worker area for each 1 yen you pay. You can do this as many times as you want, as long as you can pay the bills.
Once both players have completed these processes, the harvest is over.
Harvest example
The harvest begins. Player A gets 2 wheat and 1 yen from the wheat row, and 3 sheep and 3 yen from the sheep row. Since there are no workers in the rice sack and cow rows, he gets nothing from those rows.
There are two building tiles with workers placed on them next to Player A's player board. There are also two workers placed on the fishing boat tile. Player A pays 2 yen and returns one worker from each of the two building tiles and one from the fishing boat tile to his worker area (one for free, and two more for a 2 yen payment).
Note: In most cases, both players can harvest at the same time. However, if there is a dispute between players about which order to take (for example, if they want to wait and see what the other player does), the active player will complete all of their harvesting tasks first, followed by the other player.
Settlement
This handles processing related to Chuo Otaru Station on the main board.
For each column in Central Otaru Station, the player with the most workers receives the prestige points shown at the bottom of that column. The player with the fewest workers receives half that number (rounded down). However, columns with no workers receive no prestige points.
If two players in a row have the same number of workers, the player who has placed their worker closer to the top of the row will be ranked higher.
After the settlement, the worker is not removed and remains in that space until the end of the game.
Once you have completed these scoring calculations for each of the three columns, the accounting is complete.
Financial settlement example
The results are tallied. In the leftmost column, A has two workers and B has one, so A receives 4 prestige points and B receives 2. In the middle column, only B has a worker, so B receives 5 prestige points. A receives no prestige points. In the rightmost column, both players have one worker, but A's worker is on a higher space, so A receives 6 prestige points and B receives 3.
7. End of Turn
At this point, the active player can move workers to any number of building tiles and take advantage of their effects (for example, they can immediately use the ones they made available again during the previous harvest).
This ends your turn. If the game end conditions are not met, the player who was not the active player this time becomes the new active player and takes turns starting from step "1 Move Action Pawn."
End of the Game and Final Scoring
The game ends when harvesting and settling the accounts a total of five times. At the end of the turn in which the fifth harvest or settling has been performed, the game ends and the final score is calculated. In addition to the prestige points earned during the game, each player gains prestige points from the following factors. The player with the highest prestige points wins! In the event of a tie, the player whose turn was last will be the winner.
Private School
If you train both workers in the second highest row of your private school, you will receive 3 prestige points. If you train both workers in the top row, you will receive an additional 6 prestige points (for a total of 9 prestige points).
Open Up Column
You get 2 prestige points for each colony row you have a worker in the second square from the top, and 5 prestige points for each colony row you have a worker in the top square.
Chuo-Otaru Station
For each level of Central Otaru Station, each player who has one or more workers on that level counts the number of elements shown on the score condition tile to the right of that level. The player with the most elements receives the prestige points shown at the top. The player with the fewest elements receives half that number of prestige points (rounded down). No prestige points can be earned from levels with no workers on them.
If the number of elements is the same, the player with more workers in that row will be ranked higher, and if there is still a tie, the player with workers further to the right in that row will be ranked higher.
These scoring calculations are done separately for each of the three stages.
Surplus Banknotes and Resources
Add up the number of bills and resources remaining on your personal board (a 5 yen bill counts as 5 1 yen bills). For every 2 bills, you will receive 1 prestige point (round down).
Surplus Educated Workers
You will receive 1 prestige point for each worker remaining in your worker pile.
Example of score calculation
Mr. A is:
- 9 prestige points from private school (3+6)
- 9 prestige points from the Pioneer row (2+5+2)
- Central Otaru Station: 5 prestige points from the top row, 2 prestige points from the bottom row
- 1 prestige point from the remaining banknotes and resources (1 1 yen note and 2 cows)
- 1 prestige point for each extra trained worker
Add this to the prestige points you have earned during the game.
Hokkaido Development History Rules (for 2-4 Players)
Up to four players can play by using one box each of "Otaru 899" and "Sapporo1876." The rules basically follow those of "Otaru1899," with the following changes:
Many of the changes are for a player count of three or more. If you want to play the Hokkaido Development History rules with two players, you can understand the necessary changes by reading only the items marked with an orange band.
Setup Changes (Hokkaido Development History Rules)
Venue Setup
Main board: Only the "Otaru1899" main board is used. When playing with 3-4 players, the 3-4 player side () should be facing up.
Influential person tile: Use both the Sapporo1876 Mogul tiles and the Otaru1899 Instant Mogul tiles. Mix each individually and place the following number of tiles face up on the tile space in the center of the main board. Once you get used to it, you can mix both tiles together regardless of type into one pile and then place tiles randomly from there.
| Number of players | 2 people | 3 people | 4 people |
|---|---|---|---|
| Strongman tile | 3 pieces | 3 pieces | 3 pieces |
| Instant strongman tile | 3 pieces | 4 pieces | 4 pieces |
Building tiles: Use both the "Sapporo1876" building tiles and the "Otaru1899" building tiles (the "Otaru 1899" building tiles have an icon on the front, so you can tell the two apart). Mix each well and place the following number of tiles face up in the tile spaces at the bottom of the main board (for a three-player game, leave the space with the four-player icon (+4) empty). Once you become more familiar with the game, you can mix both building tiles into one pile and place tiles randomly from there.
| Number of players | 2 people | 3 people | 4 people |
|---|---|---|---|
| "Sapporo1876" building tiles | 3 pieces | 3 pieces | 4 pieces |
| "Otaru1899" building tiles | 3 pieces | 4 pieces | 4 pieces |
Scoring condition tile: When playing with 3-4 players, place the score condition tiles one by one on the tile spaces at Central Otaru Station in the order A, B, C, and D from the top. Once you become familiar with the game, you can randomly select four score condition tiles (ignoring the alphabet) and place them in any order you like.
Work space at Central Otaru Station: In a three-player game, place one worker of the unused color on each of the four worker spaces in the leftmost column of Central Otaru Station.
Initial asset tile: When playing with 3 to 4 players, the initial asset tiles to be placed on the side of the main board are randomly selected in numbers equal to the number of players + 1.
Setup Per Player
Personal boards, workers, and score markers: When playing with 3-4 players, use the personal boards, workers, and score markers from both "Otaru1899" and "Sapporo1876." Whichever you choose will not affect the gameplay.
Selecting your starting asset tile and resources: In a 3-4 player game, the selection of initial asset tiles and resources begins with the player to the right of the starting player and continues counterclockwise.
Rule Changes (Hokkaido Development History Rules)
Turn order: When playing with 3-4 players, turns proceed clockwise.
Non-active player actions: In a 3-4 player game, in the "5 Non-turn player's action execution" step, each non-turn player executes an action, starting with the player to the left of the turn player and going clockwise.
Unlike in two-player games, when performing actions as a non-active player, you can place and use workers on building tiles.
Investment action: When making an investment action, you can purchase tiles from either "Otaru1899" or "Sapporo1876" without any problems. Prestige points from the influential person tiles in "Sapporo1876" are earned during the final scoring calculation, just like in "Sapporo1876."
Tile text: When reading the text on the influential person tiles included in "Sapporo1876," the word "City Council" should be read as "Central Otaru Station."
Also, when the word "influential person tile" appears, it refers to both the influential person tile included in "Sapporo1876" and the immediate influential person tile included in "Otaru1899".
Harvest: In a 3-4 player game, all players can harvest at the same time. However, if players disagree about the order (for example, if they want to wait and see what the other players do before deciding), they should complete all harvesting in clockwise order, starting with the player whose turn it is.
Settlement (Hokkaido Development History Rules)
When playing with 3-4 players, the player with the most workers in each column of Central Otaru Station receives the prestige points shown at the bottom of that column. The player with the second-highest number of workers receives half that number of prestige points (rounded down). The third player receives another half of that number of prestige points (rounded down). Depending on the column and ranking, you may not receive any prestige points.
If two players have the same number of workers in a row, the player who has a worker placed closer to the top of the row will be ranked higher.
Also, when playing with three players, the score calculation for the leftmost column is not performed (workers of unused colors are placed there).
Example of settlement for a four-player game
The results are settled. In the leftmost column, A has placed two workers, B has placed one, and C has placed one. B and C have the same number of workers, but B has placed a worker in a higher space, so B is considered to be ranked higher. A, who is in first place, receives the 3 prestige points shown at the top of the column, while B, who is in second place, receives half that (rounded down), or 1 prestige point. Furthermore, half of that (rounded down) is 0 prestige points, so C, who is in third place, cannot receive any prestige points from this column. Furthermore, D, who has not placed a worker in this column, has no right to receive prestige points in the first place.
Mr. A: leftmost column 3 prestige points. Mr. B: leftmost column 1 prestige point. Mr. C: leftmost column 0 prestige points. Mr. D: leftmost column 0 prestige points.
Final Score Calculation for Central Otaru Station
For the final score calculation in a 3-4 player game, for each level in Central Otaru Station, each player with at least one worker on that level counts the number of elements shown on the score condition tile to the right of that level. The player with the most elements receives the prestige points shown at the top. The player with the second most receives half that number, rounded down. Similarly, the third and fourth players receive half that number and half that number (rounded down).
If the number of elements is the same, the player with more workers in that row will be ranked higher, and if there is also a tie, the player with their worker in the space closer to the right in that row will be ranked higher.
In a three-player game, a dummy player will participate in the battle for ranking on each level. The four workers placed in the leftmost column are considered to be the dummy player's workers. The dummy player is considered to have the score-condition elements for that level equal to the number written in the bottom right corner of the corresponding score-condition tile. The dummy player does not earn prestige points, but by reaching a higher ranking, he or she will deprive the players of their chances to score.
Figure legend (as printed): "Players count the elements" (shown for each level with the player figures); "If the number of elements is the same, the player with the higher ranking" (red frame). Icon key: wheat; rice bales; sheep; cow (printed as "Un" in the scan); any resource (no paper money); bill; educate; open up; invest; Central Otaru Station (icon); Reputation (star); harvest; settlement of accounts; instant strongman tile; building tiles; "+1 Get the number of items shown"; "-1 Pay the amount shown for the number shown."
Building Tiles (Card Reference)
The cards below are listed by their printed cost in AP (the number at the top left of each card), in the order they appear on the page.
- Cost 2: You will receive 1 yen for each worker you assign to Central Otaru Station.
- Cost 2: Choose one unexplored row and receive one resource of that color.
- Cost 2: Pay one resource of your choice and receive one resource of a different type. If the resource you paid for is a rice bale, you will receive an additional 2 prestige points.
- Cost 3: Choose one tier of private school where both workers are educated and instantly receive its bonus (currency or prestige points).
- Cost 3: Pay 1 yen and perform one investment or appointment action. (Any resource can be paid for as 2 AP per unit. Paper money can also be used as 1 AP as usual.)
- Cost 3: You will receive 1 yen for each sheep you have (up to a maximum of 5 yen).
- Cost 3: Pay 3 yen and get 2 of any resource in any combination.
- Cost 4: Choose one fully developed row and receive one resource of that color.
- Cost 4: Treated as two buildings. Pay one resource of your choice and receive two resources of any combination other than the one you paid for. (Otaru Port)
- Cost 4: You will receive 1 yen for each cow you have (maximum 5 yen).
- Cost 4: Train one worker for free.
Scoring Condition Tiles
The scoring condition tiles are each marked with a letter (A to D) and a number in the bottom right corner. The number is the score-condition elements value used in the final score calculation (see Final Score Calculation above).
- A5: If you were to settle your accounts now, the total number of fame points you could get from the columns at Central Otaru Station would be: (settlement icon = Reputation)
- A2: Otaru1899 rule: Number of Instant Powerful Tiles you have. Hokkaido Development History Rules: the total number of immediate and influential tiles you have.
- B3: Number of building tiles you have (excluding fishing boat tiles).
- B2: Number of workers placed on building tiles.
- C4 (max 8): The total points are calculated by assigning 1 point to each worker in the third row of the settlement column and 2 points to each worker in the fourth row.
- C3 (max 4): The number of colony rows in which the worker is placed.
- D4: Number of workers educated during the game (= number of free spaces in the private school).
- D2: Number of workers in the worker yard.
Initial Asset Tile Supplement
- Push Eren (initial asset tile): During setup, place one Herring in your resource pile. Herrings can be used as payment for one resource of any type. Paid Herrings are placed in the common supply. During harvest, you can pay one resource (but not paper) from your settlement row to return a Herring from the common supply to your resource pile.
- Gensuke Takano (initial asset tile): If you choose to take an investment or appointment action on your turn, you may take that action once more after all other players have taken their actions. This additional action does not advance the settlement marker. This effect cannot be used if you have the opportunity to perform an investment action or appointment action due to the effect of a building tile, etc.
The rulebook's final page also carries designer, artist, development and publisher credits, which are omitted here as attribution.