Yokohama Duel
Yokohama Duel Rulebook
Table of Contents
Table of Contents
Overview
You and your opponent are merchants in Yokohama, trying to succeed in your business ventures and gain prestige to win the game. In order to gain prestige, you will need to fulfill various goals, which involve amassing copper, silk, tea, and fish; mastering foreign technology; and building shops and trading houses. To achieve these goals, you need to move about the streets of Yokohama and gain benefits from the various districts. Also, it may be a wise strategy to employ foreign agents to aid your cause. Which player can deploy their subordinates the most successfully to become the best merchant in Yokohama?
Game Components
Player Components
- 8 Power cards (4 in each color) — each card shows a power value and, on its "after upgrade" side, the yen (¥) required to upgrade it.
- 16 Shops (8 in each color) — each Shop's cost to build is shown on the Player board's Shop spaces.
- 8 Trading Houses (4 in each color) — the cost to build each Trading House is shown on the Player board's Trading House spaces.
- 2 Player boards (1 in each color) — showing Shop spaces, Trading House spaces, and how to hire a Foreign Agent.
Trade Goods, Imported Goods, and Money
- 15 Copper tokens
- 15 Silk tokens
- 15 Tea tokens
- 15 Fish tokens
- 12 Imported Goods tokens
- 20 ¥1 tokens
- 7 ¥3 tokens
- 1 Station token
Cards
- 20 Technology cards — each shows a production value, a name, and an effect.
- 9 Church cards — each shows a faith value, points, and rewards.
- 13 Extra Power cards (8 cards worth +1 Power, 5 cards worth +2 Power) — each shows a power value.
- 24 Order cards — each shows the Trade Goods required to complete the order, points, and rewards.
- 16 Power Bonus cards — each shows a power value and rewards.
- 7 Foreign Agent cards — each shows a power value.
Boards and Other Components
- 2 Game boards, each with Common Area Effects, Power Level tracks, spaces for Shops and Trading Houses, Power Effects, and four 'Area' districts with Power card spaces.
- 1 Scoring pad.
Game Setup
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Place the 2 Game boards at the center of the table. You can place them side-by-side or vertically depending on your playing area.
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Shuffle the Power Bonus cards and place 3 face up on the corresponding board. Then, place the remaining cards on the board forming a face-down deck.
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Place the Extra Power cards on the corresponding board forming 2 separate face-up decks (+1 Power & +2 Power).
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Place the Foreign Agent cards on the corresponding board forming a face-up deck.
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Shuffle the Technology cards and place 5 face up on the corresponding board. Then, place the remaining cards on the board forming a face-down deck.
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Shuffle the Order cards and place them on the corresponding board forming a face-down deck.
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Shuffle the Church cards and place 6 face up on the corresponding board. Then, return the remaining 3 cards to the box; they will not be used.
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Place the following tokens next to the boards to form a supply:
- Copper tokens
- Silk tokens
- Tea tokens
- Fish tokens
- Imported Goods tokens (face-up)
- ¥1 tokens
- ¥3 tokens
- Station token
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Each player chooses a player color and receives the following items belonging to that color:
- 1 Player board
- 4 Power cards ('Before upgrade' side up)
- 8 Shops
- 4 Trading Houses
Place the Shop and Trading House tokens on the designated spaces on the Player boards.
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Each player receives the following Trade Goods:
- 1 Copper token
- 1 Silk token
- 1 Tea token
- 1 Fish token
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Each player receives ¥ and Extra Power cards. The player who most recently visited a port becomes the starting player.
The starting player receives:
- 1 +1 Extra Power card
- ¥3
The 2nd player receives:
- 2 +1 Extra Power cards
- ¥4
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Each player draws 3 Order cards from the deck. They each choose 2 to keep in their hand and put the remaining card at the bottom of the deck.
Finally, set the Scoring pad aside for now; it is only used at the end of the game.
General Rules
The following rules apply throughout the game:
- Trade Goods, Imported Goods, and Money are unlimited resources. If you run out of tokens for these items, please use a suitable substitute.
- Money can be exchanged at any time with the supply.
- All information is public except for Order cards in players' hands and face-down Church cards.
- The hand limit for Extra Power cards is 4. If you gain an Extra Power card while you already have 4, you must discard one of your Extra Power cards and return it to its deck.
- There is no limit to the number of Technology cards and Order cards you may have.
- Some Technology cards have effects that modify the rules of the game. In these cases, the effect of the Technology card always takes precedence over the normal rules.
Order of Play
A game consists of 4 rounds, with each player taking 4 turns per round. In each round, players alternate turns beginning with the starting player. The player who finished the round becomes the starting player for the next round.
- Round 1: Player A is the starting player
- Round 2: Player B is the starting player
- Round 3: Player A is the starting player
- Round 4: Player B is the starting player
After round 4, the game ends. Players calculate their scores and determine the winner.
Flow of a Turn
Your turn consists of the following 3 steps, in order:
- Area Action step
- 5-Power Bonus step (if applicable)
- Shop/Trading House construction step (optional)
Each of these steps can be performed once per turn. Once you complete your turn, the next player takes their turn.
1. Area Action step
First, select an 'Area' (on either Game board) to perform its action. You may not select an Area where either player has already placed a Power card. These are called 'Used Areas'.
The Laboratory and Port are the only Areas that are never considered 'Used Areas'. They may always be selected regardless of Power cards having been played there or not.
After selecting an Area, play 1 Power card; it must have the lowest Power value among your available Power cards. This is called the 'Power card order' rule.
Place the Power card next to the selected Area. You may also play a +1 Extra Power card or a +2 Extra Power card to increase your Power; only 1 Extra Power card (of either value) may be used. Then, perform the Area action.
The strength of the Area action is determined by your Power in that Area. Calculate your total Power as follows:
| Type | Power Value |
|---|---|
| Power card | Power value indicated |
| Extra Power card | +1 or +2 |
| Shop | +1 |
| Trading House | +1 |
| Technology cards | According to effects |
| Station token | +1 |
If your total Power is 5, gain the first reward shown on the card.
If your total Power is 6, gain the first and the second reward shown on the card.
If your total Power is 7 or higher, gain all 3 rewards shown on the card.
Example: Jack performed a 5-Power action at the Silk Mill. He chooses a face-up Power Bonus card which gives him ¥2 for having a total Power of 5. However, as his total Power is insufficient, he does not gain the 6 and 7+ rewards.
- You do not gain Power from your opponent's Power cards, Shops or Trading Houses.
- Extra Power cards are returned to their decks after use.
- Some Areas have actions with no effect if your total Power is insufficient. These Areas can still be selected even when your total Power produces no effect.
- ANY player who has a Trading House in a selected Area gains ¥1 from the supply.
Example: Jack wants to perform an Area action at the Silk Mill. Since the Silk Mill is not a Used Area, he can carry out an Area action there. Jack has two Power cards available (Power 3 & 4). He must play his card with the lowest Power value (3). He also uses a +1 Extra Power card. In addition, Jack has a Trading House in the Silk Mill. His total Power is:
Power card (3) + Extra Power Card (1) + Trading House (1) = 5
Jack performs the 5-Power action and gains 4 Silk from the supply. In addition, Jack gains ¥1 from the supply because the Area contains his Trading House.
2. 5-Power Bonus step (if applicable)
This step can only be performed if your total Power during the Area Action step is 5 or more.
Select 1 face-up Power Bonus card and gain 1 or more rewards according to your total Power. Then, discard the Power Bonus card and draw a new card from the deck to replace it. If the deck runs out, shuffle the discard pile to form a new deck.
3. Shop/Trading House construction step (optional)
This step is optional and can only be performed if your total Power during the Area Action step is 4 or more; if so, you may perform 1 of the following options:
A) Build a Shop
OR
B) Build a Trading House
To build a Shop or Trading House, you must pay the necessary cost, take the appropriate token from your Player board, and place it on the empty designated space on the Area.
A) Build a Shop
If the Area you selected during the Area Action step does not yet have one of your Shops, you may pay ¥1 to build 1 of your Shops in that Area.
B) Build a Trading House
If the Area you selected during the Area Action step does not yet have a Trading House belonging to EITHER player, you may spend ¥ to build 1 of your Trading Houses in that Area.
The costs to build your Trading Houses are as follows:
1st: ¥4 | 2nd: ¥5 | 3rd: ¥6 | 4th: ¥7
Free Actions
In addition, during your turn, you may carry out the following actions as many times as you like in any order and at any moment:
A) Complete an Order B) Hire a Foreign Agent C) Use a Foreign Agent D) Use a Technology card
A) Complete an Order
Choose 1 Order card from your hand and reveal it face up in front of you. Pay the indicated Trade Goods on that card, then gain the indicated reward.
B) Hire a Foreign Agent
You may hire a Foreign Agent if you have completed any of the following requirements:
- Have 3 or more completed Order cards.
- Have 3 or more Technology cards.
- Have 2 or more Church cards.
- Have 2 or more face-down Imported Goods tokens.
NOTE: Each player can only hire 1 Foreign Agent per requirement. When you hire a Foreign Agent, take a Foreign Agent card from the deck and place it face up in front of you to show it is available.
C) Use a Foreign Agent
This is only possible if you have a Foreign Agent available. A Foreign Agent acts like a bonus Area Action step.
A Foreign Agent follows all the same rules as the Area Action step, but you play a Foreign Agent instead of a Power card. They also have the ability to be played on Used Areas.
You can also perform the 5-Power Bonus step and Shop/Trading House Construction step when using a Foreign Agent as per the normal rules. Once you have selected an Area, calculate your total Power as follows:
| Type | Power Value |
|---|---|
| Foreign Agent | 3 |
| Extra Power card | +1 or +2 |
| Shop | +1 |
| Trading House | +1 |
| Technology cards | According to effects |
| Station token | +1 |
When you have finished carrying out the Use a Foreign Agent free action, turn the Foreign Agent card face down in front of you to show that it is no longer available.
Example: Jack performs the Use a Foreign Agent free action and selects the Copper Mine as the Area for this action. Even though his opponent's Power card is present, Jack can select this Area. Jack's Foreign Agent is worth 3 Power so he gains 1 Copper from the Area action. The 5-Power Bonus step and Shop/Trading House Construction step are not possible since Jack has insufficient Power to perform these steps.
D) Use a Technology card
You can use the effects of a Technology card you own. If a card states "once per round", tilt the card sideways to show that it has been used. In addition, some Technology cards have restrictions as to when they may be used (see Technology cards).
Preparing for the Next Round
At the end of Rounds 1, 2, & 3, carry out the following steps to prepare for the next round. At the end of Round 4, skip these steps, and proceed directly to the "End of the Game".
1. Reclaim Power cards
- Each player takes all their Power cards back.
- Each player may upgrade ONE of their Power cards by paying the required ¥. Once a card is upgraded (flipped), it stays that way for the remainder of the game.
2. Technology refresh
- Refresh any used Technology cards (cards tilted sideways) by placing them back in an upright position.
- Discard any leftover face-up Technology cards that were not gained during the round, and draw 5 from the deck to refill the spaces on the board.
The player who finished the round becomes the starting player for the next round.
End of the Game
After round 4, the game ends. Return any incomplete Order cards to the box, they will not be scored.
Calculate final scores for each category in the following order and mark them on the Scoring pad.
- Completed Order cards. Gain the indicated points on your completed Order cards.
- Completed Order Bonus. The player who completed the most Order cards gains 6 points. In case of a tie, neither player gains these points.
- Technology cards. Gain points based on requirements you have met on specific Technology cards.
- Technology Bonus. Each player adds up the Production value of their Technology cards. The player with the highest Production value gains 6 points. In case of a tie, neither player gains these points.
- Church cards. Reveal your face-down Church cards and gain the indicated points.
- Trading Houses. Gain 5 points for each Trading House you have built.
- Shops. Gain 1 point for each Shop you have built.
- Face-down Imported Goods tokens. Gain 4 points for each face-down (flipped) Imported Goods token you have.
- Face-up Imported Goods tokens. Gain 1 point for each face-up Imported Goods token you have.
- Yen (¥). Gain 1 point for every ¥2 you have.
- Trade Goods tokens. Gain 1 point for every 3 Trade Goods tokens you have (regardless of their type).
Winning the Game
The player with the most points wins the game. In case of a tie, the player with the highest score in category 1 (Completed Order cards) wins. If both players are tied in category 1, proceed to category 2 and so forth. If the tie persists, both players share the victory.
Icon Descriptions
- Money: Gain or spend Yen (¥) equal to the amount shown.
- Points: Gain points equal to the number shown.
- Specific Trade Good: Gain or spend Trade Goods tokens equal to the type and amount shown.
- Imported Goods: Gain or spend Imported Goods. You may also spend face-down tokens.
- Flip Imported Goods: Flip a face-up Imported Goods token face down.
- Draw Order: Draw Order cards from the deck equal to the number shown.
- Gain Order: Gain Order cards from the deck equal to the amount shown.
- Power: Power equal to the number shown.
- +1 Extra Power card: Gain a +1 Extra Power card.
- +2 Extra Power card: Gain a +2 Extra Power card.
- Power Bonus card: Choose a face-up Power Bonus card and gain the corresponding reward(s).
Detailed Area Explanation
Tea
Gain Tea
- 1 Power: Gain 1 Tea
- 2 Power: Gain 2 Tea
- 3 Power: Gain 3 Tea
- 4 Power: Gain 4 Tea
- 5+ Power: Gain 5 Tea
Fishing
Gain Fish
- 1 Power: Gain 1 Fish
- 2 Power: Gain 2 Fish
- 3 Power: Gain 3 Fish
- 4 Power: Gain 4 Fish
- 5+ Power: Gain 5 Fish
Silk
Gain Silk
- 1 Power: No effect
- 2 Power: Gain 1 Silk
- 3 Power: Gain 2 Silk
- 4 Power: Gain 3 Silk
- 5+ Power: Gain 4 Silk
Copper Mine
Gain Copper
- 1 Power: No effect
- 2 Power: No effect
- 3 Power: Gain 1 Copper
- 4 Power: Gain 2 Copper
- 5+ Power: Gain 3 Copper
Church
Gain 1 Church card
- 1 Power: 1 Faith
- 2 Power: 2 Faith
- 3 Power: 3 Faith
- 4 Power: 4 Faith
- 5+ Power: 5 Faith
You gain a Church card by having a Faith value equal to or greater than the card's Faith value.
Additional Faith can be obtained by spending Trade Goods, Imported Goods, and Money. You may spend a maximum of 1 of each type to increase your Faith by 1 for each token spent.
1 Copper / 1 Fish / 1 Silk / 1 Tea / 1 Imported Goods (or face-down Imported Goods) / ¥1: 1 Faith
When you gain a Church card, gain its rewards and place the card face down in front of you.
Example: Jack performs his Area Action step at the Church. Jack has a total Power of 7, which converts to a Faith value of 5. He spends 1 Copper, 1 Silk, and ¥1 which adds 3 to his Faith value for a total of 8. Jack chooses to gain the Church card with a Faith value of 8. In addition, this card gives him a +2 Extra Power card as a reward.
Customs
Flip Imported Goods tokens face down
- 1 Power: No effect
- 2 Power: Flip 1
- 3 Power: Flip up to 2
- 4 Power: Flip up to 3
- 5+ Power: Flip up to 4
NOTE: You may own any number of Technology cards, but your 4th Technology card and beyond each cost either an extra ¥2 or 1 Imported Goods (face up or down).
This Area may always be selected.
Port
Gain 1 or 2 Order cards
- 1 Power: Draw 1 card
- 2 Power: Draw 2 cards
- 3 Power: Draw 3 cards
- 4 Power: Draw 4 cards
- 5+ Power: Draw 5 cards
Keep 1 Order card: No cost Keep 2 Order cards: ¥2 or 1 Imported Goods
When you draw more than 1 Order card, you may look at the cards you drew and then decide if you wish to pay to keep 2 Order cards. Put any Order cards you did not keep at the bottom of the deck in any order.
NOTE: You may have any number of Order cards in hand.
This Area may always be selected.
Example: Jack performs his Area Action step at the Port. His total Power is 5 which allows him to draw 5 cards. As there are 2 cards he wants to keep, he pays ¥2 to keep 2 cards. He then places the remaining 3 cards at the bottom of the deck.
Chinatown
Exchange for Money, Trade Goods, and Imported Goods
- 1 Power: 1 Exchange
- 2 Power: 2 Exchanges
- 3 Power: 3 Exchanges
- 4 Power: 4 Exchanges
- 5+ Power: 5 Exchanges
Exchanges are the following:
¥2 ↔ 1 Copper | ¥1 ↔ 1 Silk | ¥4 → 1 Imported Goods ¥2 ↔ 1 Fish | ¥1 ↔ 1 Tea
NOTE: You may not exchange Imported Goods for Yen (¥).
Bank
Gain Yen (¥)
- 1 Power: Gain ¥1
- 2 Power: Gain ¥2
- 3 Power: Gain ¥3
- 4 Power: Gain ¥4
- 5+ Power: Gain ¥5
Laboratory
Gain 1 face-up Technology card
- 1 Power: 1 Production
- 2 Power: 2 Production
- 3 Power: 3 Production
- 4 Power: 4 Production
- 5+ Power: 5 Production
You gain a Technology card by having a Production value equal to or greater than the card's Production value.
Additional Production value can be obtained by spending Money and Imported Goods. You may spend any amount of each type of item.
¥2: 1 Production | 1 Imported Goods (face up or down): 1 Production
This Area may always be selected.
Technology Cards
BALL (Production value 3) At the end of the game, gain 1 extra point for each of your completed Order cards.
BRICKYARD (Production value 4) At the end of the game, gain 2 extra points for each of your face-down Imported Goods tokens.
ELECTRICAL LIGHT (Production value 4) At the end of the game, gain 3 extra points for each Trading House you have built.
EXPOSITION (Production value 5) At the end of the game, gain 8 points.
GASLIGHT (Production value 2) At the end of the game, gain 1 extra point for each Shop you have built.
NEWSPAPER (Production value 5) At the start of each round, gain a +1 Extra Power card. You also gain a +1 Extra Power card when you gain this card.
LANGUAGE SCHOOL (Production value 2) Gain ¥1 whenever you complete an Order card.
PATENT SYSTEM (Production value 4) At the end of the game, gain 2 points for each Technology card you have (including this one).
LETTERPRESS PRINTING (Production value 2) Gain ¥2 each time you gain a Technology card. You do not gain ¥2 when you gain this card. This bonus is effective after you gain Letterpress Printing.
POSTAL SYSTEM (Production value 2) During the Area Action step, you may play any one of your available Power cards regardless of its Power value (this allows you to ignore the 'Power card order' rule). Once per round, you may play any one of your available Power cards. This bonus can only be used once per round.
MINING TECHNOLOGY (Production value 3) Gain 1 additional Copper whenever you gain Copper. This bonus applies to the Copper Mine, Chinatown, and Power Bonus cards.
SPINNING MILL (Production value 2) At any time during your turn, you may spend 1 Silk to gain ¥2. This bonus can only be used once per round.
STAGECOACH (Production value 2) During the Area Action step, you may select a Used Area if you have a Trading House already built in that Area. Once per round, you may select a Used Area where you have a Trading House built. This bonus can only be used once per round.
TELEPHONE (Production value 4) During the Area Action step and the Use a Foreign Agent action, you may spend ¥1 to gain +1 Power. This bonus can only be used once per round.
STATION (Production value 4) When you gain the Station, place the Station token in an Area of your choice. The Station token adds 1 Power to that Area for both players. During the Area Action step, you may select the Area with the Station token even if it is a Used Area. Once per round, you may select a Used Area where you have placed the Station token. This bonus can only be used once per round.
TRAM (Production value 4) During the Area Action step, you may select any Used Area. Once per round, you may select any Used Area. This bonus can only be used once per round.
STOCK MARKET (Production value 2) If you have ¥1 or less at the start of your turn, gain ¥1.
UNIVERSITY (Production value 3) During the Reclaim Power cards step, you don't pay any cost when upgrading your Power card. This bonus is not an additional upgrade; it replaces your normal upgrade option.
TELEGRAM (Production value 5) When Extra Power cards are used, gain +1 Power. (+1 Extra Power = +2 Extra Power, +2 Extra Power = +3 Extra Power)
WINERY (Production value 3) At the end of the game, gain 2 extra points for each Church card you have.
Quick Reference Guide
Power Card Order Rule When playing a Power card, it must have the lowest Power value among your available Power cards.
Used Areas This is an Area that already has a Power card present (i.e., an Area that has been already been selected this round). These Areas cannot be selected when performing the Area Action step. The Laboratory and Port are the only Areas that are never considered 'Used Areas'. They may always be selected.
Foreign Agents can be played on Used Areas.
Trading Houses If either player has a Trading House in a selected Area, they gain ¥1 from the supply.
Technology Cards You may own any number of Technology cards. Your 4th Technology card and beyond each cost either an extra ¥2 or 1 Imported Goods (face up or down).
When you use the effects of a Technology card that states "once per round", tilt the card sideways. These cards become available again for use during the next round; between rounds they are returned to an upright position.
Upgrading Power Cards At the end of each round, both players may upgrade ONE of their Power cards by paying the cost indicated on the card. An upgraded card is flipped over and stays that way for the remainder of the game.
Reminder for Where to Place Cards
- Power cards: Keep in front of you. Place next to selected Area when used. Return in front of you at the end of the round.
- Extra Power cards: When gained (and at the start of the game), place face up in front of you. Return to decks when used.
- Foreign Agent cards: When gained, place face up in front of you. Turn face down after use.
- Order cards: Keep incomplete cards in your hand (or face down in front of you). Turn completed cards face up. Return cards drawn, but not kept, to the bottom of the deck in any order. At the end of the game, return incomplete cards to the box.
- Technology cards: When gained, place face up in front of you.
- Church cards: When gained, place face down in front of you. Turn face up at the end of the game.
- Power Bonus cards: Place in a discard pile next to the Game boards after use.
Player Summary
Flow of a Turn
- Area Action step
- 5-Power Bonus step (if applicable)
- Shop/Trading House construction step (optional)
Free Actions
A) Complete an Order B) Hire a Foreign Agent C) Use a Foreign Agent D) Use a Technology card
Hire a Foreign Agent
- Have 3 or more completed Order cards.
- Have 3 or more Technology cards.
- Have 2 or more Church cards.
- Have 2 or more face-down Imported Goods tokens.
Each player can hire a maximum of 1 Foreign Agent per requirement listed above.
Construction Costs
Shop: ¥1 Trading House: 1st: ¥4 | 2nd: ¥5 | 3rd: ¥6 | 4th: ¥7
Credits
Designer: Hisashi Hayashi Illustrator: The Creation Studio Art director: Marie-Elaine Bérubé Graphic designers: Marie-Elaine Bérubé & Marc Rousselle Editor: Jonathan Bobal for The Geeky Pen Publisher: Jeux Synapses Games Inc. Agency: Forgenext
© 2025 Jeux Synapses Games Inc. No part of this product may be reproduced without the written consent of Jeux Synapses Games Inc., 37 rue Claude, Pointe-des-Cascades, QC J0P 1M0, Canada.