RulesPal
Chat
Rulebook
Tsukiji Market thumbnail

Tsukiji Market

Tsukiji Market Rulebook

Table of Contents

Table of Contents

  • Components
  • The Game in Brief
  • Setup
  • The Turn
  • Effects
  • Tie in a Bid
  • End-of-Scale Bonus
  • End of the Game
    • End of the Deck
    • Score

Components

  • 18 double-sided Fish cards
  • 1 Scale (double-sided)
  • 1 Barrel (day side / night side)

The Game in Brief

Each turn, you must make a bid to acquire the best fish at auction. The two players simultaneously bid from 1 to 4 using their fingers while reciting in rhythm and in unison "WA-SA-BI". The player bidding the highest number must move the Barrel on the Scale by as many notches as the difference between the bids, then choose one of the two available cards to keep and discard the other. However, keep in mind that pushing the Barrel to the end of the Scale grants a significant bonus to your opponent.

Setup

  1. Take the Scale card and place it purple side up in the centre of the table, so that each side faces a player. Place the Barrel card above it, Night side up, with the arrow pointing to the centre of the Scale.
  2. Shuffle the Fish deck. Split it into two roughly equal decks. Flip one of the decks over so that the cards are oriented in opposite directions, then shuffle the two decks together again. Repeat this process twice.
  3. Take the first 2 cards of the deck and hang them side by side on the Scale.

The Turn

  1. The players secretly decide how much they wish to bet to have first choice, between 1 and 4.

  2. Then, they simultaneously recite the word "WA-SA-BI!" as if counting 1-2-3. On the sound "...-BI!" they reveal their bet by showing the chosen number of fingers. The player who reveals the highest number wins the auction.

    Example: Player 1 reveals 1 finger. Player 2 reveals 2 fingers. Player 2 wins the auction.

  3. The player who won the auction pays the difference between the bets on the Scale, by moving the Barrel card toward the opponent by a number of notches equal to the difference. In case of a tie, see the "Tie in a Bid" section.

    Example: The difference between 1 finger and 2 fingers is 1. Therefore, Player 2 moves the Barrel one notch toward Player 1.

  4. The winner of the auction takes 1 Fish card from the Scale and places it in front of them. Each player forms one pile for each fish of the same colour.

  5. Discard the other card and place it in a separate pile.

  6. Place 2 new cards under the Scale.

Two-colour cards: When you take a two-colour card, choose which colour you want to play it as and rotate it accordingly (the chosen colour at the top). Only the top part of the card counts.

Note: If a two-colour card is stolen during the game, it remains the colour for which it was originally chosen.

Effects

Most fish have a special effect. When the winner of the auction takes a card, they apply its effect.

  • Wasabi: At the end of the game, if you have 2 or more cards in the same colour pile, double the score of the entire pile.

  • Barrel: Immediately move the Barrel one notch toward your side.

  • Quick Knife: If you have 4 knives at any time during the game, you immediately win the game.

  • Speciality: When you reach the number of cards of the same colour shown on the Barrel card, you win a special bonus.

    Note: If a card from your pile is stolen or discarded, and you reach that threshold again later in the game, you win the special bonus once more.

The remaining fish have effects shown only by icons on the cards, listed in the rulebook as follows:

  • Steal 1 card from one of your opponent's piles (any one). Apply the effects of that card.
  • Take the first card of the deck.
  • Put 1 card from one of your opponent's piles into the discard pile (any one).
  • Move the Barrel one notch toward you.

Tie in a Bid

If the players bet the same number, do the following, depending on the visible side of the Barrel card.

NIGHT SIDE: The two cards on the Scale are discarded. Flip the Barrel card to its Day side, putting it back in the same position on the Scale.

DAY SIDE: The player with the Barrel on their side of the Scale takes a card of their choice from the Scale and applies its effect. The other player then takes the other card and also applies its effect. Flip the Barrel card to its Night side, putting it back in the same position on the Scale. If the Barrel is in the middle, discard both cards without flipping the Barrel.

Example: the player on the right chooses first.

End-of-Scale Bonus

At the end of the turn, if the Barrel is at one end of the Scale, move it to the middle. The player at that end steals 1 card from the opponent.

Variant - Nice Fish: Instead of stealing a card from the opponent, the player takes the 2 top cards of the deck. If you play with this variant, use the green side of the Scale card.

End of the Game

The game ends when the deck is exhausted for the second time.

However, if a player has 4 knives at any time during the game, the game ends immediately and that player wins the game.

End of the Deck

When the deck is empty, shuffle the discard pile and turn it over to create a new deck.

When the deck is empty for the second time, the game ends at the end of the turn.

On the last turn, if only one card remains or if you need to draw cards for bonuses, shuffle the discarded cards, turn them over, then draw them.

Score

Calculate your score by adding:

  • the points in each colour pile
  • for each pile in which you have 2 or more Wasabi, add that sum of points again (the total is thus multiplied by 2)
  • 2 points for each notch of the Barrel in your direction.

The player with the most points wins the game.

In case of a tie, the player who has the Barrel on their side is the winner.

If the Barrel is in the middle of the Scale, it is a tie.