How to play Yokohama Official Rules

By: Dennis B. B. Taylor

Yokohama Game Rules

Yokohama is an exciting and strategic board game where players take on the role of merchants in the thriving city of Yokohama. The objective of the game is to become the most successful merchant by earning the most prestige points.

To start playing Yokohama, you will need a game board, player boards, wooden playing pieces, and cards. Each player will also need a set of trading house tiles, assistant tokens, and money tokens.

The game is played over the course of several rounds, with each round consisting of three phases: the placement phase, the action phase, and the cleanup phase. During the placement phase, players take turns placing their trading houses on available spots on the board. These trading houses will determine the actions available to the players during the action phase.

Once all trading houses are placed, the action phase begins. In this phase, players take turns performing actions based on the placement of their trading houses. Actions can include recruiting assistants, acquiring and fulfilling contracts, and building buildings. Each action requires the player to spend resources and/or money.

The cleanup phase is the final phase of each round. In this phase, players retrieve their trading houses from the board and reset the board for the next round.

Throughout the game, players will earn prestige points by achieving various goals, such as delivering goods, acquiring buildings, and fulfilling contracts. Players can also earn additional points by having the majority in certain areas of the city and by collecting achievement cards.

The game ends after a determined number of rounds, and the player with the most prestige points wins. If there is a tie, the player with the most money is declared the winner.

Yokohama is a game that requires careful planning, strategic thinking, and resource management. It offers a rich and immersive experience that will keep players engaged and entertained for hours. So gather your friends, set up the game board, and get ready to become the most successful merchant in Yokohama!

How to play Yokohama Official Rules UltraFoodMess

Hey there! Welcome to the Meiji era, a time when Yokohama went from a quiet fishing village to a bustling trade hub in Japan. It all started when foreign trade opened up in Yokohama and Edo, once a thriving city, began to decline. Yokohama took full advantage of this opportunity and became the go-to place for trade in the country. They even exported Japanese products like copper and raw silk to other countries. Pretty impressive, right?

But it wasn’t just about trade. Yokohama also embraced foreign technology and culture, making it a city that was both modern and traditional. The streets were filled with all sorts of exciting new things. And you know who made all of this happen? The talented merchants of Yokohama, of course!

Now, here’s where you come in. In this game, you get to be one of those merchants. Your goal is to make a name for yourself by creating successful business ventures. It’s your chance to show off your skills and become a famous merchant in Yokohama.

There are multiple ways to become famous in Yokohama. You can display goods from foreign traders, learn their advanced technology, and improve the city by constructing shophouses and trading houses. To achieve these goals, you’ll need to explore the streets of Yokohama and take advantage of its many benefits. It might also be helpful to collaborate with foreign mercenaries.

Who will emerge as the most skilled merchant in Yokohama?

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What’s in the box?

When you open the box, you’ll find a collection of different components that make up this exciting game. Let’s take a closer look at what’s inside:

Components

  • Player components: There are four different player components in red, blue, yellow, and green.
  • Trade Good components: These components are essential for trading in the game.
  • 23 Imported Goods tokens: These tokens represent the goods that you can import in the game.
  • Money: You’ll need money to carry out various actions in the game.
  • 1 Station token: This token represents your starting station.
  • 10 Foreign Mercenaries: These mercenaries can be recruited to help you in your endeavors.
  • 20 5-POWER tokens: These tokens are used to track your power in the game.
  • 18 Area Boards: These boards represent different areas where you can establish your presence.
  • 6 Management Boards: These boards help you manage your resources and actions.
  • 36 Order cards: These cards represent the orders you receive from various parties.
  • 30 Technology cards: These cards represent different technologies that can give you an advantage.
  • 12 Achievement Cards: These cards represent achievements that you can strive to accomplish.
  • 24 Building Site cards: These cards represent different sites where you can construct buildings.
  • Start Player Card: This card determines the starting player for the game.
  • 4 Warehouse tiles: These tiles represent your warehouse where you keep your goods.
  • 4 100-point counters: These counters help you keep track of your points during the game.
  • 1 Victory Point track: This track helps you keep track of the overall points earned by each player.
  • 4 Player Summaries: These summaries provide a quick reference for the players.
  • 1 Rulebook: This rulebook contains all the rules and instructions for playing the game.

Setup

1. Before starting the game, make sure to remove certain components based on the number of players. Return these components to the box.

PlayersArea Boards
Hi, I’m here to help you understand how to set up the game. Let’s get started!
Laboratory B, Port B, Chinatown, Canal, Copper Mine? 1, Silk Mill? 1, Tea Plantation? 1, Fishing port? 1 Laboratory B, Port B
If we have 3 players:
Laboratory B, Copper Mine? 1, Silk Mill? 1, Tea Plantation? 1 Laboratory B
If we have 4 players:
No options available.

Now it’s time to shuffle the Area Boards. Here’s how you do it:

How to play Yokohama Official Rules UltraFoodMess

How to play Yokohama Official Rules UltraFoodMess

How to play Yokohama Official Rules UltraFoodMess

3. When arranging your Management Boards, make sure to place each one alongside its corresponding Area Board. For instance, the Port A Order Form Board should be positioned next to the Port A Area Board.

How to play Yokohama Official Rules UltraFoodMess

Alright, let’s get started! First, I’ll shuffle all the Building Site cards. Then, I’ll place one of these cards face-up on each Area Board in the designated space. Any leftover Building Site cards can be put back in the box, as we won’t need them for this game.

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In this game, we’ll need to shuffle all the 5-power tokens. It’s important to keep them face-down. Once they’re shuffled, we’ll place one on each Area Board. Be sure to put it on the 5-space. The other 5-power tokens won’t be used, so we can put them back in the box.

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Ok, let’s get started! Here are the steps you need to follow:

Step 6: Place the Victory Point track in the playing area.

Step 7: Place the following components near the Area Boards:

  • 1-Yen tokens
  • 3-Yen tokens
  • Copper tokens
  • Raw Silk tokens
  • Tea tokens
  • Seafood tokens
  • Imported Goods tokens
  • Foreign Mercenary tokens (place all of them face-up)
  • Station token
  • 100-Point tokens

Step 8: The player who most recently visited Yokohama receives the Start Player Card and becomes the starting player. If this method does not work in determining a starting player, use any preferred method in choosing a starting player.

Note: The Start Player Card does not switch possession during the duration of the game.

Step 9: Each player chooses a color and receives the following components in their color:

    Here’s what you’ll find in the game box:

    – 1 Warehouse tile

    – 1 President pawn (you’ll hold this)

    – 20 Assistant pawns (put 8 in your hand and the other 12 on top of the Warehouse tile)

    – 1 scoring disc (put it on the Victory Point track at 0)

    – 8 Shophouse tokens (put 2 in your hand and the other 6 on top of the Warehouse tile)

    – 4 Trading House tokens (put all 4 on top of the Warehouse tile)

    – 1 Copper token

    – 1 Raw Silk token

    – 1 Tea token

    – 1 Seafood token

    – Money (the starting player has 3 Yen, everyone else has 4 Yen)

    Note: Let’s talk about the different items in this game. You have your ‘hand’ and your ‘warehouse’. Put the things you want in your ‘warehouse’ on top of the Warehouse tile. Keep the things for your ‘hand’ separate from the Warehouse tile.

    10. Take the Achievement cards and split them into A, B, and C piles. Shuffle each pile facedown. Draw one card from each pile and put them face up next to the Victory Point track. Leave the rest of the Achievement cards in the box; you won’t need them for this game.

    11. Mix up all the Technology cards and put them facedown in a deck on the table. Take cards from the top of the deck and place them face up in the Laboratory A (and B) Technology Card Placement Area. Keep adding cards until all the spaces in Laboratories A (and B) Technology Card Placement Area are full.

    How to play Yokohama Official Rules UltraFoodMess

    Alright, let’s get this game started! First, I’m going to shuffle all of the Order cards and place them face down in a deck in the playing area. Now, depending on how many players we have, we need to return a certain number of cards back to the box. If we have 2 players, we’ll put back 16 cards. For 3 players, it’s 5 cards. And if we have 4 players, there’s no need to put any cards back.

    Now, we’re going to draw some Order cards from the deck and place them face up in each space on the Port A and Port B Order Form Boards. We’ll keep doing this until all spaces on both boards are filled.

    Okay, now it’s time for each player to draw two Order cards from the remaining deck. But here’s the fun part – it’s a secret! Each player must choose one Order card to keep and return the other card back to the box.

    And just like that, we’re done with the setup of the game! It’s time to start playing.

    Here’s an example setup for 4 players:

    How to play Yokohama Official Rules UltraFoodMess

    Rules to Follow

    Here are the general rules that you need to keep in mind when playing the game:

    First of all, there are no limitations on Trade Goods like Copper, Raw Silk, Tea, and Seafood, as well as Imported Goods and Money. If you run out of components, feel free to find suitable substitutes. You can also change Money into smaller denominations whenever you want.

    Secondly, all information in the game is public, except for the Order cards that each player holds. Make sure to place components where everyone can easily see them.

    Thirdly, players can have a maximum of 3 Order cards in their hand. Remember that you cannot discard any Order cards once you acquire them. On the other hand, there is no limit to the number of Technology cards you can have in your hand. However, you can only own one card with the same name.

    When I’m playing the game, I earn Victory Points by moving my scoring disc on the Victory Point track. If I get more than 100 points, I even get a special 100-POINT token! I just have to move my scoring disc to the right spot on the track.

    How the Game Goes

    We take turns playing the game, going clockwise from the start player. Each of us gets a turn until the End of the Game conditions are met. But even when those conditions are met, there’s still one more turn to go! After that, we calculate the final scores to see who wins.

    If you want to know what the End of the Game conditions are, just check out the ‘End of Game Conditions’ section.

    What Happens in a Turn

    When it’s my turn, I go through three phases in order. Then, when I’m done, it’s the next player’s turn, and we keep going clockwise.

    1. Placement step

    In the game, there are several steps that need to be followed in order to make progress. Let’s dive into what these steps are and how they work.

    First, there’s the Movement Step. This is where you get to decide how you want to move on the board. Whether it’s moving to a different area or taking a shortcut, this step allows you to plan your next move strategically.

    Next, we have the Area Action Step. During this phase, you have the opportunity to take various actions and make choices that will impact your gameplay. You can choose to interact with different elements on the board or initiate events that will affect the outcome of the game.

    The 5-POWER Bonus Step is an optional step, but it can provide you with additional advantages and benefits. You can choose to use your 5-POWER bonus during this phase or save it for later. It’s up to you to decide what will give you the best advantage in the game.

    If you’re feeling ambitious, you also have the option to engage in Shophouse and Trading House Construction. This step is also optional and gives you the chance to build and expand your properties in the game. It can be a rewarding experience and can help you gain an edge over your opponents.

    Finally, we have the Recovery Step. This step allows you to replenish your resources and reset certain elements of the game. It’s a crucial step in maintaining your momentum and ensuring that you’re ready for the next round.

    Now that we’ve covered the main action phase, let’s move on to the additional action phases. These phases, located in A (first half) and C, offer additional opportunities for you to take actions and make choices that will further enhance your gameplay.

    In conclusion, the game consists of multiple steps that players must take in order to progress. Each step offers unique choices and opportunities for players to strategize and make decisions that will ultimately impact their success in the game. So, get ready to dive in and start your adventure!

    I’m going to give you some simple instructions on how to place your assistant pawns in the game. There are two options to choose from:

    1. Place 1 assistant pawn into 3 different areas: You can pick any 3 areas and put an assistant pawn in each one.

    2. Place 2 assistant pawns into the same area: If you prefer, you can select one area and put 2 assistant pawns there.

    No matter which option you choose, there are some rules you need to follow for placing your assistant pawns:

    – If there is already a president pawn in the area where you want to place your assistant pawn, you have to pay 1 yen for each assistant pawn you put down. The money goes to the player who owns the president pawn. If there are multiple president pawns in the same area, you have to pay 1 yen to each of the owners. If you don’t have enough money, you can’t place an assistant pawn in that area.

    – You are not allowed to place an assistant pawn in the Canal.

    If you don’t have enough Assistant pawns to place, or if you don’t want to use all 3, that’s okay. You can choose to place 1, 2, or 3 Assistant pawns. Just keep in mind that you can’t use the Assistant pawns from the Warehouse tile or the Management boards.

    Here’s an example: Let’s say it’s my turn and I want to place my Assistant pawns. I choose to put them in three different areas: the Copper Mine, Employment Agency, and Laboratory A. Since there are no other President pawns in the Copper Mine, I can place 1 Assistant pawn there without paying anything.

    Remember, you have flexibility when it comes to placing your Assistant pawns. Use them strategically and make the most of your options!

    How to play Yokohama Official Rules UltraFoodMess

    Next up, there’s something interesting happening at the mediation office. You see, there’s this Blue President pawn, and when it’s there, it pays the Blue player 1 Yen and puts an Assistant pawn in the area. It’s like a little transaction.

    But wait, there’s more! Over at Laboratory A, the Green and Yellow Presidents are hanging out together. Now, to put an Assistant pawn there, you have to pay a total of 2 Yen – 1 Yen each to the Green and Yellow players. Quite the price to pay, isn’t it?

    Unfortunately for our friend Hisashi, he doesn’t have enough money. So, sadly, he can’t place his Assistant pawn in Laboratory A. Poor guy. Instead, he decides to put it in the Silk Mill. Not the plan he had in mind, but you gotta work with what you have!

    2. Movement Step

    Now, let’s talk about what you can do in this step. You have two options:

    • a) Move your President pawn
    • b) Put your President pawn back in your hand

    A) Move Your President Pawn

    If you have the President pawn in your hand, you have the freedom to place it in any Possible Action Area. But if the President pawn is already on an existing Area and not in your hand, you’ll need to follow some movement rules to get it to your desired destination:

    Movement Rules

    The President pawn can move one step at a time from its current Area to an adjacent Area. However, there’s a catch – you must have at least one of your Assistant pawns in the destination area. Don’t count on Shophouses and Trading Houses to act as Assistant pawns, though. They don’t count for this purpose. So, if you have Shophouses and/or Trading Houses in the Area but no Assistant pawns, you won’t be able to move to that Area.

    If I move my President pawn to a Possible Action Area, I have a choice: I can either stop or keep moving my pawn. I can do this as many times as I want. But if the Area I move into already has another player’s President pawn, I can’t stop. I have to pay 1 Yen to each player whose pawn is in that Area, and then I can keep moving. Once I move my President pawn, I can’t go back to the Area it started in. Here’s an example: Hisashi, the Red player, has his President pawn on the Tea Plantation. He wants to move it to the Silk Mill.

    So, here’s what I’m thinking: first, I try to get my President pawn to the Silk Mill by going through Laboratory A. The only problem is, I don’t have any Assistant pawns in that area, so I can’t make the move. But hey, no worries, I’ve got another plan up my sleeve.

    Okay, now I’m gonna give it a shot. This time, I’m gonna try to move my President pawn to the Silk Mill by going through the Employment Agency. Oh, look at that – there’s an Assistant pawn of my color in that space! So, I can actually stop there if I want to.

    But wait, hang on a second. The other player, the Blue player, has their President pawn on the Employment Agency Area right now. So, if I want to land in that space, I’ll have to pay the Blue player 1 Yen. It’s a bit of a bummer, but I guess I gotta do what I gotta do. After paying up, I finally make my move to the Silk Mill, where there’s another Assistant pawn of my color waiting for me. And that’s where I’ll end my turn.

    How to play Yokohama Official Rules UltraFoodMess

    B) Bring Your President Pawn Back to Your Hand

    If you choose this action, we can skip Steps 3-6 and go straight to Phase C (Additional Action Phase). You can bring your President pawn back to your hand, and if you want, you can also bring back any Assistant pawns from any Area. Just remember that you can’t bring back Assistant pawns that you placed on Management Boards.

    3. Area Action Step

    In this step, I will perform the action in the area where my President pawn is located. However, if I used Foreign Mercenaries in the Additional Action Phase, I have the option to carry out an action in a different area as specified. I have to calculate and determine the amount of Power I have in that Area at this time.

    Token type
    Power obtained
    President pawn 1 Power
    Assistant pawn 1 Power each
    Shophouse token 1 Power
    Trading House token 1 Power
    Station token 1 Power

    Just keep track of the Power value using the table. If your Power value reaches 6 or higher, just cap it at a maximum of 5.

    The Power value determines what actions you can take in each Area. To find out the specifics of each action, refer to the Detailed Area Actions section.

    If there are other players who own Trading Houses in the Area where you’re taking your action, they’ll get 1 Yen from the bank.

    Note: If you have your own Trading House in the Area where your action is taking place, you won’t receive any money from the bank.

    In Step 3 (Area Action Step), if I perform a 5 Power action, I have the option to take the 5-Power bonus step. If the 5-Power token is still in the corresponding Area, I grab it and put it in front of me. Then, I resolve its effect before turning the token face-down and keeping it in my possession. You can find a detailed explanation of the effects of 5-Power tokens in the section on ‘Description of Powers’.

    Alternatively, if I perform a 4 or more Power action in Step 3 (AREA Action Step), I can choose to either build a Shophouse or build a Trading House.

    To build a Shophouse, I follow the instructions below:

    1. Build a Shophouse.

    To build a Trading House, I follow the instructions below:

    1. Build a Trading House.

    When I was told to refer to the Building Site card on the Area where I performed the action in Step 3 (the AREA Action Step), I realized that I had the opportunity to build a Shophouse. It’s pretty cool because I didn’t have a Shophouse on that card yet.

    I took one of the Shophouse tokens from my hand and placed it on an empty Shophouse space on the Building Site card. I couldn’t build on a space that another player already had a Shophouse token on, which makes sense. And the best part is that I gained the benefits that were stated on the space where I built my Shophouse! Pretty convenient, huh?

    B) Build A Trading House

    Just like with the Shophouse, I had to refer to the Building Site card on the Area where I performed the action in Step 3. This time, I had the chance to build a Trading House, but only if the Trading House space on the Building Site card was empty. So it’s all about timing and opportunity!

    So here’s what you need to do: just take a Trading House token from your hand and place it on an empty Trading House space. And boom! You’ll get some awesome benefits from the space where you built your Trading House.

    Let me give you an example to make it all crystal clear. Say there’s this guy named Hisashi. He’s got a Silk Mill, and he’s feeling powerful with a 5 power action. Now, here’s the thing: Hisashi has a Shophouse token and a Trading House token in his hand. But since he already has a Shophouse token on the Silk Mill Building Site card, he can’t build another one.

    So what does Hisashi do? He decides to go for the Trading House instead. He slaps his Trading House token on the Silk Mill Building Site card, and you know what? He gains a sweet 9 Victory Points from that space. Not too shabby, right?

    Step 6: Pawn Recovery Step

    Okay, now we’re moving on to the next step. This one’s called the Pawn Recovery Step. All you gotta do is gather up all of your Assistant pawns from the Area where you did Step 3 (that’s the AREA Action Step) and put ’em back in your hand. Yep, it’s as simple as that.

    Just a little note: It doesn’t matter how many Assistant pawns you’ve got on the Area. You gotta bring ’em all back to your hand. That’s the rule, my friend.

    For example: I had three helper pieces in the Silk Mill, and I returned all three to my hand.

    Extra Action Phase

    In the Extra Action phase, you can do the following actions as many times as you want and in any order:

    • a) Use of Mercenaries from Other Countries (once per turn)
    • b) Completing an Achievement card
    • c) Completing an Order card

    For instance, a player can perform: c) completing an Order card > a) Use of Mercenaries from Other Countries > c) completing an Order card.

    A) Use Of Mercenaries from Other Countries (once Per Turn)

    You can only use Mercenaries from Other Countries once during your turn. For example, if you use this action in A. Extra Action Phase (first half), you cannot use it in C. Extra Action Phase (second half).

    So, here’s what you can do. Take one of your Foreign Mercenary tokens and flip it over. Now, pick any Area you want. But remember, this Area has to meet two conditions. First, it has to have at least one of your Assistant pawns in it. And second, your President pawn cannot be in that Area.

    Now, here’s the interesting part. You can actually choose an Area that has another player’s President pawn in it. And the best part? You don’t have to pay them any money for it!

    If you decide to go ahead with this action, you’ll keep going with the steps of the main phase. That means you’ll do the Area Action step, then the 5-Power bonus step. After that, you can work on building your Shophouses and Trading Houses. Lastly, you’ll finish up with the Recovery step.

    B) Completing an Achievement Card

    If you meet the requirements on an Achievement card, you can place a pawn from your hand on the card and gain Victory Points. The first player to meet the requirements scores the leftmost points, while subsequent players score the rightmost points. For more details, check the ‘Achievement cards’ section.

    Note: You can only fulfill each Achievement Card once per game.

    Example: Hisashi has 5 Copper tokens. There’s an Achievement card that requires 5 Copper. Hisashi fulfills the Achievement card by placing a pawn on it from his hand. Since Daryl and Seiji already have pawns on the card, Hisashi scores 6 points, which are the rightmost Victory Points.

    Fulfilling An Order Card

    Hey there! So, here’s what you gotta do. Take an Order card from your hand and put it face-up in front of you. Oh, and don’t forget to pay the Trade Goods that match the card. Once you’ve done that, you get a sweet reward that’s mentioned on the Order card. Nice, right? But wait, there’s more! After you finish an Order card, you gotta check if the new Country icons match up. If they do, you get some awesome Foreign Mercenary tokens. If you wanna know more about this, just keep reading and I’ll explain ‘Matching Country icons’ in the next section.

    Matching Country Icons

    Alright, listen up! Whenever you complete an Order card all the way or get a fancy Technology card, you’re gonna see these cool Country icons. They look something like this:

    How to play Yokohama Official Rules UltraFoodMess

    Every time you get a multiple of 2 (2, 4, 6) of the same Country icon on completed Order or Technology cards, you’ll receive a Foreign Mercenary token for that country. However, if there are none available, you won’t get any tokens.

    For example, let’s say I have one Order card with the English icon and one Technology card with the French icon in front of me. I complete the Order card and put another Order card with the English icon in front of me. Since I now have 2 English icons, I get an English Foreign Mercenary token from the supply.

    Now, let’s talk about the end of the game. The game will end when any of the following conditions are met:

    • If any player has built all four Trading Houses,
    • If any player has built all eight Shophouses,
    • If the Order deck has run out and there is an empty space on the card area of the Port Order Form Board after replenishing Order cards,
    • If a certain number of Assistant pawns have been placed on the Church Management Board (4 for 2 players, 5 for 3 players, and 6 for 4 players),
    • If a certain number of Assistant pawns have been placed on the Customs Management Board (4 for 2 players, 5 for 3 players, and 6 for 4 players),

    Once we finish playing out the round with the player to the right of the Start player, there is one final round for all players. This means that everyone will play the same number of turns. After this, we calculate the final scores and the game comes to an end.

    When it comes to determining the winner of the game, it all comes down to Victory points. The player with the most Victory points is declared the winner. However, if there happens to be a tie, there is a tiebreaker. In this case, the player who is closest to the Start player will be the one who takes home the victory.

    Let me give you an example to help you understand how the order of play works. It all started with Red player, whose name is Hisashi. Next up was Blue player, whose name is Daryl. Then, it was Green player’s turn, named Seiji. Finally, it was Yellow player, whose name is Nobuaki, who took their turn. After Seiji’s turn, Nobuaki took his turn. After Nobuaki’s turn, all players had one final turn.

    Now let’s get into the nitty-gritty of calculating the final score. There are several factors that contribute to the final score, and they are calculated in a particular order. Here’s how it goes:

    1. Church Bonus: This is the first factor to consider when calculating the final score.

    2. Customs Bonus: The second factor is the Customs bonus.

    3. Technology Bonus: The third factor to consider is the Technology bonus.

    4. Country Bonus: The fourth factor is the Country bonus.

    5. Remainder Scoring: Finally, the fifth and last factor to take into account is the Remainder Scoring.

    By following these steps, you can determine the final score and find out who the ultimate winner is.

    If you’ve played the game and you’re wondering which player gets Victory points based on the number of Assistant pawns on the Church Management board, I have the answer for you. It’s actually quite simple. The player with the most Assistant pawns on the board gets 6 Victory points. And the player with the second-highest number of Assistant pawns gets 3 Victory points. Easy enough, right? But what happens if there’s a tie?

    Well, in the case of a tie, the player who has their Assistant pawn placed on the rightmost spot breaks the tie and gets the points. So it’s all about that rightmost position. And what if there’s only one player on the Church Management board? Well, that player gets the full 6 points, and no one else gets any points. Lastly, if there aren’t any players on the board, then no one gets any points at all. Simple as that.

    Let me give you an example to make things even clearer. Imagine the Church Management board looks like this:

    How to play Yokohama Official Rules UltraFoodMess

    Hey there! Let me break down the results for you. The final count of pawns for each color: Red – 2, Blue – 2, and Yellow – 1. Red and Blue have the same number of pawns, so we need to consider their positions. The rightmost pawn belongs to Blue, so they get 6 points. Red comes in second place and receives 3 points. Unfortunately, Yellow doesn’t earn any points this round.

    2. The Customs Bonus

    Now let’s talk about the Customs Management board. We need to count the number of Assistant pawns for each player. The player with the most Assistant pawns gets a nice boost of 8 Victory points. The second-highest gets 4 Victory points, which is still pretty good.

    In case there’s a tie, we use the position of the rightmost Assistant pawn to break it. But, if only one player is on the Customs Management board, they automatically earn all 8 points, and nobody else gets any. And if nobody is on the board, well, no points for anyone. Tough luck!

    Example: Here’s how things ended after the Customs Management board came together:

    How to play Yokohama Official Rules UltraFoodMess

    Well, here’s how things played out on the chessboard of Assistant pawns: Red had 1 pawn, Green had 3, and Yellow had 1. Believe it or not, Green came out on top with the most pawns, so they get a whopping 8 Victory points. As for Red and Yellow, they ended up with the same number of pawns, but we have to dig a bit deeper. It turns out that Yellow’s pawn was the rightmost one, so they snagged second place and get awarded 4 points. Unfortunately for Red, no points are coming their way this time.

    Now, let’s talk tech.

    Time to crunch some numbers on the Technology front. Each player counts up the total Industry value on all their Technology cards. The player with the highest total takes home 10 Victory points, and the second highest gets a respectable 5 points. Oh, but what happens if there’s a tie, you ask? Well, in that case…

    When starting the game, the player closest to the Start player, going clockwise, will break any ties that may arise. Keep in mind that the Start player is considered to be the closest. If there is only one player who has Technology cards, that player will earn 10 points, and no other player will receive any points. In the case that no players own Technology cards, no one will earn any points.

    4. Country Bonus

    Now it’s time to return all unfulfilled Order cards back to the box. Each player should then count the number of different Country icons they have from their Technology cards and completed Order cards. These icons should be divided into sets, with each icon only being used once per set. The following table shows how many bonus points a player will receive based on the number of sets:

    • A set of 5 different Country icons > 12 Victory points
    • A set of 4 different Country icons > 8 Victory points
    • If you have three different Country icons, you earn 4 Victory points.
    • If you have two different Country icons, you earn 2 Victory points.

    For example, let’s say Hisashi has the following icons from his Technology cards and completed Order cards:

    How to play Yokohama Official Rules UltraFoodMess

    When I tally up my score from all the Countries I’ve visited, I find that I receive a grand total of 16 bonus points.

    5. The Remaining Tokens

    Now, let’s take a look at how the rest of my tokens contribute to my score:

    • For each unused Foreign Mercenary token, I earn 1 Victory point.
    • Every Imported Goods token also adds 1 Victory point to my score.
    • When I have 3 Trade Good tokens, I earn an additional 1 Victory point.
    • And for every 2 Yen I have, I gain 1 Victory point.

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