日の出横丁ニャンばーわん (Top of the Hinode Town)
日の出横丁ニャンばーわん (Top of the Hinode Town) Rulebook
Table of Contents
Table of Contents
Components
- Battle cards (39): There are three suits, red, blue and yellow. Each suit has one card for each number from 1 to 13, which shows the card's ① battle power. At the bottom right of each card is ② the value used when a red resource is spent.
- Hero cards (4): A battle power of 14. Can be played regardless of suit; a so-called trump card. Each player is given one.
- Nawabari cards (13): Cards representing the living areas of the bad cats in the floating town of Hinode. Two values are printed on each: the ① VP gained when occupying this Nawabari is set for 1st and 2nd place. The Nawabari cards include equal numbers of the three colors that correspond to the battle cards, plus one special white card.
- Tribe cards (4): Cards representing the four groups of bad cats based in Hinode town: Kansai Gōgakuren, Blue SAMURAI, Yozakura-kai and Charmont. Each has a ① summary of the effect of each resource on its front. The back shows the ② skill used in the advanced rules.
- Resource cubes (36): "Resources" placed randomly on each Nawabari. There are 12 cubes of each of the 3 colors.
- Tribe markers (32): Pawns placed when a Nawabari is occupied. There are 8 for each tribe.
Game Setup
Shuffle the Nawabari cards well and lay them out face up at random in a grid of 4 across × 3 down. These laid-out Nawabari cards are called the Areas. Place the one remaining Nawabari card face up somewhere apart from the Areas, as the Bonus Area.
After laying out the Nawabari cards, place 3 resource cubes at random on each Area. No combination will greatly affect the game, so it is fine to place them however you like.
Next, shuffle the battle cards well and deal 9 to each player as their hand. The rest are not used: remove them from the game without looking at them. Deal 1 Hero card to every player and place it face up in front of them.
Finally, each player decides the start player by rock-paper-scissors or any method they like. Once decided, starting from the start player and going clockwise, each player chooses one tribe they like and receives the 8 tribe markers for the chosen tribe.
Playing with 3 or Fewer Players
If the number of players is less than 4, the missing players must be filled in by proxy players. (The system may allow play with 2 or even 1 player, but this is not recommended.)
Deal battle cards and tribe cards as if there were 4 players. However, a proxy player cannot become the start player.
Advanced Rules
Once you are used to the game, start with the tribe cards on their back sides!
The back of each tribe card has one skill, which can be used by spending 2 identical resources of a color of your choice (only 1 for Yozakura-kai).
Game Progress
This game repeats a mini-game called a trick. The game ends when 9 tricks have been completed.
Follow the steps below to play the game.
1. Area Decision
The start player chooses one Area they like that is "not yet selected" (that is, no tribe markers are placed in 1st or 2nd place). That Area becomes the Battlefield where this trick's fight takes place.
Normally, tribe markers can only be placed on the Battlefield. In advanced play, however, a skill effect may place them on an Area that is not the Battlefield.
2. Main Phase
Turns proceed clockwise, starting from the start player.
On your turn, play one card of your choice from your hand, or (if you still have it) your Hero card, and place it face up in front of you. Once a Hero card has been played, other players cannot play a Hero card until that trick ends.
If the card you played is the same suit as the Battlefield, this is called Follow. If it is a different suit, it is Not Follow. Hero cards are multi-suit and always count as Follow.
If there are 3 or fewer players and a proxy player is present, the proxy player plays one card chosen at random from their hand. (It is good to keep the proxy's hand as a face-down pile and turn over the top card to play it.) Proxy players do not play Hero cards.
From the 2nd trick onward, place each card to the right of your cards already placed, so that the order of play is clear. Which player used the Hero card last is important.
Using Resources and Skills
If you gained resources in previous tricks, you may use them during your own turn, when playing a card. You may also use a skill by paying 2 identical resources of a color of your choice (1 for some skills).
Only one of resources or skills can be used at a time. You cannot use different kinds of resources together, or a resource and a skill together.
Place the resources you used, and any resources you paid to use a skill, on top of the card you played.
- Red resource: Change the battle power (= the number played) to "14 minus the current value."
- Blue resource: When the card is Not Follow, treat it as Follow. Or, when the card is Follow, treat it as Not Follow.
- Yellow resource: No effect. Scores points at the end of the game.
3. Judgment Phase
When everyone's turns are finished, determine the ranking by the following method.
Among the players who Followed (that is, played the same suit as the Battlefield), rank them by number, highest first. If numbers are equal, the player who acted earlier takes precedence.
If there are players who Not Followed, rank them after the Follow players, also by number, highest first.
Example (the Battlefield is red): Player A plays a red 10 (Follow). Player D plays a red 1 (Follow). Player B plays a blue 8 (Not Follow). Player C plays the Hero card. The Hero card is the strongest regardless of anything else. Next is the Follow card, so the 10 ranks above the 1. The Not Follow card is last. The ranking is therefore C → A → D → B.
Rewards for Ranking
Once the ranking is determined:
- The players in 1st and 2nd place each place 1 of their own tribe markers on the space of the matching rank on the Battlefield.
- The player in 4th place gains 1 resource of their choice from the Battlefield.
- The player in 3rd place gains the 2 remaining resources.
When there are 3 or fewer players, proxy players do not use resources. Remove any resources a proxy player gains from the game.
If a proxy player is in 4th place, they preferentially choose a resource of the same color as the Battlefield. If there is none, the highest-ranked player chooses one resource of their liking.
White Area (Hinode Tower)
There is only one white Area. It is treated as the same color as the suit played by the start player. If the start player played the Hero card, the start player declares any color they like.
For example, if the start player plays a red suit, the Hinode Tower is treated as a red Area.
4. Trick End
The player in 1st place becomes the new start player, and the next trick begins.
When there are 3 or fewer players and a proxy player is in 1st place, the highest-ranked player among the (real) players becomes the start player.
Repeat the above. When 9 tricks have been completed, the game ends.
Final Scoring
When the game ends, calculate the points. Settle the scoring in the following order.
Ranking Points
Players who have tribe markers in the 1st and 2nd places of an Area gain the VP defined for that rank on that Area, for each Area.
Depending on the Area, the VP may decrease. In that case, a player's VP may fall to 0 or below.
Bonus Area Points
If you placed tribe markers in the 1st and 2nd places of Areas of the same suit as the Bonus Area, gain 1 VP for each tribe marker.
However, the white Area (= Hinode Tower) is not eligible for this bonus. Also, if the Bonus Area is the white Area (= Hinode Tower), this bonus does not apply at all.
Power Points
Look at the Areas where you have placed tribe markers. Areas that are connected (= adjacent vertically or horizontally) form a group. Gain VP equal to the number of connected Areas × 2.
If there are multiple groups, count only the group with the most connected Areas.
Even if you have only a single Area, count it as connected. In other words, if you have 1st or 2nd place on any one Area, you gain at least 2 VP.
Tribe markers placed outside the ranking spaces by a skill may also be counted.
Hero Comes Last!
Among all players, the player who played their Hero card last gains 3 VP.
Note that Hero cards still in hand, unplayed, are not revealed or counted.
Treasure Points
Gain 1 VP for every 2 yellow resources you have. (Resources paid to use a skill are not counted.)
Next, the player who has the most yellow resources gains an additional 6 VP. If several players are tied for the most, they divide the 6 VP evenly among themselves (rounded down).
Winning the Game
After calculating the above, the player with the most VP wins the game. If players are tied, the player with more Areas on which tribe markers are placed wins. If that is still tied, the game is a draw.
Frequently Asked Questions
Q: What happens if I run out of tribe markers? A: Substitute something else for them.
Q: If I use a red resource when playing the Hero card, what happens? (For example, when you want the Hero to come last, but do not want to win that Battlefield.) A: Treat the number as 0. You may also use a blue resource to treat the card as Not Follow.
Q: What happens if a proxy player gains the most VP? A: The player with the most VP among the (real) players wins the game.
Q: With a Yozakura-kai skill, I declared the skill's use in a trick, but I could not become 1st. What happens? A: The skill effect is not applied, and the resources you paid are not returned. Use the Yozakura-kai skill together with the Hero card, or ideally when your turn comes late!
Q: Can the Charmont skill target resources that have already been used? A: No. It can only target unused resources. The same applies to resources paid to use the skill.